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ElTipejoLoco    14

Added by The Behemoth -- We're moving this AWESOME thread over from our Closed Beta Forums to our main Forums. Most of this information should still be accurate, but please be aware this was originally written for our Beta. We hope this helps our burgeoning level creators to get their feet wet!!

 

Thanks to ElTipejoLoco and RJP! for putting this reference together. The Behemoth <3s you!

 

- Lindsay @ The Behemoth 

 

-----------------

 

As is, the Level Editor's built-in manual isn't really comprehensive of what all each function of the editor does. So, for the sake of the game (and for peeps who don't want to experiment), here's a list of features and objects, sort of organized!


BEFORE WE BEGIN

Remember that uploading a playlist will delete it from your Storage! If you wish to be able to edit a level in the future, keep a spare copy in another playlist! I'll go over how to do this once we get to the actual editor's save option.

BEFORE WE BEGIN



Diagram: Super Informative Easy-to-Understand Jump and Throw Distances

Astound your pals with surgical-precision jump puzzles and hurdles using these to guide your design process!

courtesy of RJP!


 

Main Menu

Create Level

Choosing Create Level will prompt you to pick a Storage option, followed by setting the maximum size of the level.

The default size is 30x20, but you can make them as small as 15x10, or as large as 40x30.

Load Level

Choosing Load Level will prompt you to pick a Storage option, and then list any playlists contained therein.

Choose one to bring up the 15 level slots it can contain, and then pick whatever level you wish to load.

Press the Left Bumper at any step of this process to view the controls.

Playlist Editor

Choosing Playlist Editor will prompt you to pick a Storage option, and then list any playlists contained therein.

Choose one to bring up the 15 level slots it can contain.

Press the Left Bumper at any step of this process to view the controls.

Pressing Y will Upload the playlist, removing it from your Storage in the process.

You can Reorganize the levels if you have more than one in the selected playlist- select a level with A, and then use either the Directional Pad or the Left Stick to move it to a different slot.

Lastly, you can Delete levels from your playlist by pressing the X button when the level is highlighted (not selected).

Level Editor GUI

How to Play: Level Editor Manual

Press the Back button at any point on this screen to view the Manual- which can also be accessed from the Help & Options menu on the title screen.

Navigate the pages via either the Right Trigger and Left Trigger, or simply by pressing A to view the Next Page.

Pressing the Back button again, B, or A at the last Tip about Level Cloning will Close the manual.

Block Palette

Press and hold the Right Trigger to open up the Block Palette.

  1. Blocks and Decorations
    1. Block.
    2. Cloud. Can jump up through and stand on 'em. Some Weapon Tools and Objects fall right through.
    3. Burning. Harmless on its own. Bounces you off.
    4. Ice. Acceleration and momentum are silly on this.
    5. Sticky. Can't jump well or move fast on top o' them, but can slide down their sides and jump off a good ways horizontally.
    6. Shaggy Horse. Turns horizontally when it meets anything on its path that stops it. Floats left and right.
    7. Fake. Enemies and Weapon Tools treat it as real. Prisoners move right through, though.
    8. Arrow Sign.
    9. Bushes and Pine.
  2. Traps
    1. Water. Friends and Friend-sized cats die on it.
    2. Spikes. Ditto about water.
    3. Laser. Fires periodically. Ditto about water.
    4. Splodey. Harmless on its own, respawns.
    5. Teleporter. Randomly sends you to a different Teleporter on the map when jumped into.
    6. Conveyor. Things on top o' these are moved to where their belts are facing. Enemies seem to ignore these.
    7. Movey. Moves in random, mostly unpredictable directions. Can crush prisoners.
    8. Spring Plank. Stand still on it to be launched.
  3. Triggered Blocks
    1. Monkey Bars. Press and hold RT to climb on 'em.
    2. Light Bridge. Creates a bridge of transparent blocks when pressed down. The blocks are harmless, but will be interrupted by obstacles.
    3. Moveabley Tube? Can be grabbed from the left or right sides by pressing and holding RT and moved around. When let go, it will remain floating in place. Have no idea if it does anything else.
    4. Switch. Activates Triggered Blocks with ! signs on 'em, making them vanish. Color coded. Use the Right Stick to match the color with the Triggered Blocks or Lifts you wish to activate.
    5. Triggered Block. Appears while Switch is pressed. Color coded. Use the Right Stick to match the color with the desired Switch.
    6. Rocket-powered Lift. Stand on to activate. Runs out of juice after a while.
    7. Triggered Lift. Takes off while Switch is pressed. Runs out of juice after a while. Color coded. Use the Right Stick to match the color with the desired Switch.
    8. Puzzle. Increases the count displayed on adjacent Puzzle blocks by one when touched. Disappears when all adjacent Puzzle blocks display the same count (represented by lit horizontal bars). A Puzzle block with no other Puzzle blocks adjacent to it will simply disappear when touched.
    9. Fan. Blows. Hard enough to lift or push a friend. Its color depends on its facing.
      • When facing left, right, or downwards, the little switch on top of it toggles it on and off. The default setting is On.
      • When facing upwards, has its switch on its underside.
  4. Cats
    1. Friend Sized. Attack prisoners on sight.
    2. Weapon Tool Equipped Friend Sized. Stand in place and attack periodically. Default to melee when prisoners are right next to 'em, though.
    3. Toaster. Indefinitely spawns aggressive Toast. Pairs of Toast will sandwich you.
    4. Cyclop Robot? Fires homing missiles on sight. Can be deactivated for a short time by explosions, such as those of homing missiles. Is mostly unaffected by block surfaces.
    5. Antlered Beast? Wakes up and gives chase when in proximity. Can only be killed by saws. Don't stay even a block adjacent from it! Is affected by the Burning block surfaces (will bounce off them) and can jump a little wider than a Horse can.
    6. Flying Patrol Ball? Gives chase when in proximity. Can be downed and destroyed by several airborne spike attacks from prisoners. Attacks with repulsing-energy-balls. Is mostly unaffected by block surfaces
    7. Saws. Travel horizontally on whatever surface they're stuck to. Are big enough to trigger Light Bridge, Switch, and Puzzle Block surfaces when placed near them.
    8. Turret. Needs to be placed on another block. Fires a slightly arcing horizontal shot from one side, then the other.
  5. Things
    1. Horse. Place this for Catch The Horse games, or to ride them in other modes.
      • Horses can be called! Cry with LT to beckon your animal friends hither.
      • Horses can be ridden and attack! Use X to attack with the forelegs, and B to attack with the hindlegs.
    2. Rock. Can be picked up with RT and thrown with B. You can stand on it, but can't jump while carrying it.
    3. Boat. Push and Pull with RT. Has seating for two.
    4. Duck. Can choose eggs or signs. Signs tell the duck to do things, like dying when facing right, or picking up prisoners (pretend it's a friend holding RT).
    5. Flight Back-attachments. Wings, Copters, and Rockets.
    6. Cyclop Birds. Cute, harmless.
    7. Warning Signs. Decorative. Block lasers.
  6. Essentials
    1. Strawberry/Gems.
    2. Strawberry/Gem toting Cat.
    3. Strawberry/Gem in Fake block.
    4. Pumpkin Pie/Yarn.
    5. Cage. If you don't place this, the starting position is random.
    6. Checkpoint Flag. The color of the block can't be changed from Block Color 1.
    7. Exit.
  7. Optionals
    1. Team Starting Points? Pre-colored Color The World blocks?
    2. King of the Hill.
    3. Ball Spawn.
    4. Basket.
    5. Horse Stable Base.
    6. Secret Level Block. These look like ordinary blocks in play. The color of the block can't be changed from Block Color 1. Any Prisoner standing on this will take them and all their Friends present to a playlist's Secret Level.

Paint whatever type of block you've selected by pressing A. Keep A held down to paint multiple blocks as you move the cursor around with the Left Stick or Directional Pad. Some blocks will change from Block Color 1 and Block Color 2 when 'repainted' with the A button with the same type of block.

Erase whatever block your cursor's hovering over by pressing B. Keep B held down to erase multiple blocks as you move the cursor around with the Left Stick or Directional Pad.

Zoom In by pressing and holding the X button.

Zoom Out by pressing and holding the Y button.

Use the Right Stick to either Change A Block's Facing (i.e.- arrow signs, spike blocks, lasers...) or to Cycle Through Different Block Sub-types (i.e.- bushes and pines, switches, ducks...) of certain block types.

Pressing and releasing the Right Trigger (without moving the Left Stick / Directional Pad) will 'Eyedropper Clone' whatever your cursor was highlighting so you can paint more of it, save for a few exceptions of the which only one should exist on the map, such as the Cage.

  • If you have two or more controllers on and connected to your Xbox 360, you can have multiple 'block brushes'! Press the Start button on your additional controllers to spawn their cursors.
  • Your additional block brushes can even be affected by their own Mirroring Modes from the Colors & Options Menu.

Colors & Options Menu

Press and hold the Left Trigger to open up the Colors & Options Menu.

  1. Select your mirroring mode.
    1. None.
    2. Horizontal. A block on the left will create one on the right, and vice-versa.
    3. Vertical. A block on the bottom will create one above, and vice-versa.
    4. Horizontal and Vertical. A block in one corner will create three more in the others.
  2. Set the block style.
    1. Smoothy.
    2. Bricky.
    3. Tetrady.
    4. Woodeny.
    5. Shaggy/Grassy.
    6. Stringy.
    7. Blocky.
    8. Pedestaly.
    9. Rocky.
    10. Royaly. Ignores colors.
    11. Dark Bricky. Ignores colors.
    12. Girdery. Ignores colors.
    13. Fancy. Ignores colors.
    14. Dark Blocky. Ignores colors.
    15. Crumbly. Ignores colors.
    16. Royal Fancy. Ignores colors.
    17. Maximum Security. Ignores colors.
  3. Set block color 1.
    • Choose from 30 colors.
  4. Set block color 2.
    • Choose from 30 colors.
  5. Set the water color
    • Choose from 30 colors.
  6. Set the plant color.
    • Choose from 30 colors.
  7. Set the sky color.
    • Choose from 28 gradients.
  8. Set the background.
    1. Plus Signs over a City.
    2. Cumulus nimbus (Clouds).
    3. Stars over a Cloud-shaped Hill.
    4. Circles over a Bubble-Bath-shaped Hill.
    5. Happy Fruits over Cutlery.
    6. Plain 'dark rainbows'.
    7. Fish and Flowers over More Flowers.
    8. Planets, Satellites, and Stars over Whipped Clouds.
    9. Ice Cream and Bones over Skulls.
    10. Noxious Fums over Viney-Pillar Ruins.
    11. Theater Wall.
    12. Nada (Zilch, Zip, Nothing... other than the gradient).
  9. Set the level mode.
    1. Adventure.
    2. Color The World.
    3. Grab The Gold.
    4. Soul Snatcher.
    5. King of the Hill.
    6. Muckle.
    7. Capture The Horse.
    8. Challenge.
    9. Ball Game.
  10. Set the A++ time. (Only for adventure & challenge)
    • 1:15 is the default, but you can choose from 0:15 seconds to 4:30 minutes.

Start Menu

Press the Start Button to open the Start Menu. You can Cancel out of every single option in 'ere, either via the Cancel option or by pressing the B button.

Resume Editor

Closes the Start Menu. You can press B or Start again on the menu to do the same.

Test Level

Lets you start up the level. If it's an Arena game, it will add a bot to help you in testing.

Exit the level by either winning or opening up the Start Menu.

Load Level

The game will prompt you to Save or Discard your changes before it runs you through the loading process.

Reset Level

Pretend that this is a Create Level button, except it prompts you to Save or Discard your changes beforehand.

Edit & Upload Playlist

Same thing as outside the GUI. Y to upload playlist + delete from storage, X to delete a level, A to reorganize.

Save Level

If you have yet to create a playlist, the game will prompt you to create one. Name it, and then name your level.

To create a copy of your level in another playlist, choose Create New Playlist or cycle left or right to a different playlist, and save your level.

Remember: Keep a spare copy playlist somewhere 'fore you upload!

If you want to just clone your level in a single playlist, you must change its name upon saving.

Exit Level Editor

Prompts you to Save or Discard changes, then boots you out of the Editor and into the title screen.

Help & Options

Brings up the Help & Options menu.

Testing Your Level in Co-Op

To test out a cooperative stage without uploading your playlist to the BBCT (BattleBlock Community Theater), just follow these steps, starting on the Title Screen:

  • Choose Local Game if you're going to be playing with a BBT Beta friend who is within arm's reach, or if you have a second controller signed in as a Guest. They will become Prisoner 2, Prisoner 3, and/or Prisoner 4 if they're not signed in with a Gamertag.
    • Juggling multiple controllers is hard. I'd recommend not really playing by yourself as two peeps at all. Kudos to you if you manage it, though.
  • Choose Xbox LIVE Game if you're going to be playing with one or more friends who are far away, on their own Xbox 360s. They'll need to be in the BBT Beta, of course.
  • Choose Host Player Match if you're starting an Xbox LIVE Game.
  • Choose Furbottom's Features.
  • Choose Community Theater.
  • Choose either Normal or Insane Mode.
  • Choose Playlists I Created (third option from left-to-right).
  • Choose the Storage wherein your desired playlist is located.
  • Choose said desired playlist.
  • If you're starting an Xbox LIVE Game: The game will warn you that you can only play in a Private match since you haven't uploaded the playlist. This just means peeps can't Search for your game on their own. That's normal, accept.
  • Customize your Performer(s).
  • You're ready! Invite your friends if you're on Xbox LIVE Game (use the X button as a shortcut to bring up your dashboard's friend list, and then the X button as a shortcut to invite them) and ready up with the A button.
  • Enter the level(s) you wish to test with Y!
    • Your friends might choose to be ridiculous and try to enter other stages. Remember: They're living people! Use Xbox LIVE's party system or the like to communicate with 'em. Or Skype, or Mumble, or whatever floats your boat!
    • It's perfectly possible (and sometimes hilariously fun) to attempt wordless communication and cooperation. Try it out! Peeps that play your Co-Op levels might not always be talkin' to their partners, after all.

Creating an Adventure-type Playlist

An Adventure-type Playlist consists of the following:

  • 10 Adventure Mode Levels
  • 5 Challenge Mode Levels

Divided up as follows:

  • Levels 1-9 constitute the three trios of doors that make up Acts 1 through 3. These should be Adventure Mode levels.
  • Levels 10 and 11 function as the two-level Finale. These should be Challenge Mode levels.
  • Levels 12-14 will make up the Encore levels. These should also be Challenge Mode levels.
  • Level 15 becomes a Secret Level, accessed by players standing on a Secret Block in one (or more) of the previous 14 levels. This should be an Adventure Mode level.

If you want your Adventure-type Playlist to have higher chances of becoming Featured in Furbottom's Features, thus turning all contained Strawberries and Pumpkin Pie into Gems and Yarn, follow these suggestions:

  • Make sure to place at least three (3) Strawberries and one (1) Pumpkin Pie in your each level. Neglecting to do so makes it so players cannot obtain an A++ rank.
  • Similarly, test your levels temporarily as Challenge Mode stages (or pay close attention to checkpoints) to adjust the A++ rank time slider accordingly.
    • If your level is prone to randomness, consider increasing the time above the 1:15 default.
    • If your level is very simple, consider lowering the time to keep it challenging.
  • Make sure your Adventure/Challenge level is winnable. If you can't beat the level without dying (as if you were playing on Insane Mode), it might not be Feature-worthy.
  • When uploading your Adventure Playlist, you will be prompted to choose whether it is intended for Solo performances or for multiple performers:
    • If your Playlist is intended for Solo Players, it will only be found under Local Game>Furbottom Features>Community Theater.
    • If your playlist is intended for Co-Op, it can be found in either Local Game or Xbox LIVE Game>Furbottom Features>Community Theater.

 

Hope this helps peeps.

Edited by Lindsay_Behemoth
A few bits of this guide have been hidden/edited for NDA reasons.
  • Upvote 14

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Swik    48

Nice, now we just need pictures because i am a visual learner!!! I can't actually read:( being 22 no its sad i know.

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Darrek13    2

I have a question : How are we supposed to test the level if it's a coop level and that some points are not reachable (does this word exist ?) alone ?

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RJP!    6

Jump and Throw Distance References

 

Here's the long story of what this is:

I wanted to make really good platforming puzzles for my levels, especially really good co-op puzzles. With as much thought I was putting into them, I needed to know various specifics: Exactly how high a player can jump, how far a player can jump, how far can they be thrown, etc. After doing a quick search to see if the info was out there to no avail, I decided to just do the work and compile the info myself. There was one slight problem though: I wanted to get the co-op info but I did not have a second Xbox 360 controller. A long story within a longer story short, I was able to get a hold of another controller just to obtain the information I desired. I also tend to learn better with the accompaniment of pictures/drawings (in other words, I'm stupid), so I went ahead and turned my findings into doodles.

 

So now that everyone has skipped that garble of text, here's the quick version:

 

I made dumb little images showing the heights and distances a player can achieve with their various moves.

 

I figured these maybe could come of some use to my fellow BattleBlock Players (Actors? Theater Folk? ...Prisoners?), so here they are

jumpheight.bbt.png

 

 

jumpdistance.bbt.png

 

doublejumpheight.bbt.png

 

doublejumpdistance.bbt.png

 

throw.bbt.png

 

throwmax.bbt.bbt.png

 

throwmaxdistance.bbt.png

 

throwmaxheight.bbt.png

 

upshove.bbt.png

 

uppercut.bbt.png

post-10652-0-52237700-1362713169_thumb.png

 

post-10652-0-33553400-1362713196_thumb.png

 

post-10652-0-94866400-1362713214_thumb.png

 

post-10652-0-30424400-1362713228_thumb.png

 

post-10652-0-13969500-1362713243_thumb.png

 

Hope these are as easy to understand as I tried to make them be. And with that, happy level-making to all. I look forward to playing all of your created stages and I hope you'll enjoy mine.

Edited by RJP!
Thanks for putting these together. NDA prohibits hosting images outside of the forums, so we've uploaded these images using the Forums.
  • Upvote 5

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Lindsay    124

Here's the long story of what this is:

 

I wanted to make really good platforming puzzles for my levels, especially really good co-op puzzles. With as much thought I was putting into them, I needed to know various specifics: Exactly how high a player can jump, how far a player can jump, how far can they be thrown, etc. After doing a quick search to see if the info was out there to no avail, I decided to just do the work and compile the info myself. There was one slight problem though: I wanted to get the co-op info but I did not have a second Xbox 360 controller. A long story within a longer story short, I was able to get a hold of another controller just to obtain the information I desired. I also tend to learn better with the accompaniment of pictures/drawings (in other words, I'm stupid), so I went ahead and turned my findings into doodles.

 

So now that everyone has skipped that garble of text, here's the quick version:

 

I made dumb little images showing the heights and distances a player can achieve with their various moves.

 

I figured these maybe could come of some use to my fellow BattleBlock Players (Actors? Theater Folk? ...Prisoners?), so here they are

 

[iMAGES REMOVED]

 

 

Hope these are as easy to understand as I tried to make them be. And with that happy level-making to all. I look forward to playing all of your created stages and I hope you'll enjoy mine.

 

 

Wow, awesome! I'm going to merge this into the Level Editor cheat sheet post that's pinned to the top of this forum.
 
Thanks for sharing your findings with everyone!

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ElTipejoLoco    14

Hey, if those types o' diagrams are okay, I can probaly make my own lil' wordless mock-ups for the Palette's and the like. It'd take me a little while, but like I said: I've got plenty of time.

 

Anywho, I linked to RJP!'s post in the guide now that the topics've been merged. Hope that's okay.

 

Jus' lemme know if it's a-okay to host images like that offsite (Photobucket, in RJP!'s case), Behemoth peeps.

 

Wish I knew how to make anchor points in a post so I could make an index or somethin'...

Edited by ElTipejoLoco

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scratch    2

Exactly what I came here looking for.   I was wondering if it was possible to have two players test out a level but with these measurements I probably don't need it.

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danp    519

that chart is cool, RJP.  i like that they look like the PDA guys :)

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NODAK    0

Thank you,  RJP! & ElTipejoLoco, for those extremely useful posts! :)

 

Btw, anyone know where can I find info on how the secret block works?

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ElTipejoLoco    14

Thank you,  RJP! & ElTipejoLoco, for those extremely useful posts! :)

 

Btw, anyone know where can I find info on how the secret block works?

Alright, I'll add the relevant info to the sheet in a bit, but here's how the block works:

 

When creating a typical 'Story' playlist (the type Behemoth will consider featuring in Furbottom's Features, thus turning the contained Strawberries and Pumpkin Pie into Gems and Yarn, respectively), you are essentially creating a story mode 'Chapter':

  • 9 Adventure Levels that function as three stages each for Acts 1 through 3
  • 2 Challenge Levels that function as the Finale
  • 3 Challenge Levels that function as Encores
  • 1 Adventure Level that functions as the Secret Level

The uploaded playlist will only show the standard 13 doors: 3 Trios of doors for each Act, the Cat-faced door for the Finale (2 levels back-to-back), and the trio of doors for the Encores.

 

The only way to access the 15th level in a playlist, the Secret Level, is to include the Secret Block in one of the other stages (preferably not the Challenge ones, as going out of one's way to find a hidden block might prove frustrating on a timer).

 

The block will look like a normal block during play, but when stepped on by a Prisoner, will transport all players present to the playlist's secret level (and will count as 'clearing' the level the Secret Block was in with either a C or B rank).

 

Secret Blocks, like Checkpoints, cannot have their colors changed by painting it twice

 

The Secret Level is supposed to be a fun reward for players clever enough to find it according to The Behemoth's suggestions, but you can really make it whatever you feel like- but consider that all levels being winnable is one of the things the staff looks for to feature playlists.

 

Hope that helps.

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NODAK    0

...when stepped on by a Prisoner, will transport all players present to the playlist's secret level...

 

Okay, thanks for the reply.

 

Don't know why I couldn't access the secret level I created for the playlist task then. I figured that maybe I needed to link the block to level or something.

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ElTipejoLoco    14

...when stepped on by a Prisoner, will transport all players present to the playlist's secret level...

 

Okay, thanks for the reply.

 

Don't know why I couldn't access the secret level I created for the playlist task then. I figured that maybe I needed to link the block to level or something.

It's possible the Secret Level block doesn't function when testing inside the Level Editor, i.e.- outside of Furbottom Features. I think this might be due to the fact that the Level Editor can't really distinguish whether a Playlist is an 'Adventure' Playlist or not due to the possibility of reorganizing the levels, but I'm not sure.

 

Try setting up a Local Game or an Xbox LIVE Game and going through the steps to test a playlist that hasn't been uploaded (Furbottom Features>Community Theater>Playlists I Created...). If the Secret Level's link doesn't work there, I'm stumped.

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RJP!    6

Thank you so much for the kind words, everyone! Glad to hear they aren't as confusing and eye-searing as I feared they may be. And yes, the PDA-Guy-esque designs were very intentional. What can I say; I loved those PDA Games and I'm loving BattleBlock Theater.

 

I also added a few more images to the image chart and edited the whole post to not stretch out this page so much. Specifically I added the distances for slide kicking, catapults, and burning blocks.

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I'm new to the forum, played n+ for a long time mainly because of the ease of creating new levels. I'm exited that bbt let's me make levels and share them more easily. This info is killer! Question though, it seems that some of the "floating tubes" fell in the first couple of levels but there is no way to adjust the tubes to fall instead. Am I crazy? Probably so.

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