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icecave --- The Eerie Ice Cave Tutorial :)
A 'how to make a ice cave' tutorial...

Let's jump right into the deep end with this tutorial.
With this we're going for effect and atmosphere.
I'm not going to teach you how to draw tiles.
I'll teach you how to make them reflective.
And I'll teach you how to add a flickering torch...
And finally, sound effects...

Draw an ice tile...
- Use alpha
Use the slider that slides from 255 to 0 to select how transparent your current color is...
A semi transparent blue is good for ice...

Draw a wall tile...
- Use no alpha

Using one layer, draw the wall tile around a bit
Then draw the ice tile in bits in the middle

Right click on the layer box you have the ice on... (The layer box will be on the left hand side of the map editor.)
And choose Layer Properties.

Tick the "Reflective" tick box :)
(Run your game, you should see your character being reflective according to how much alpha (see throughness) you had in your ice tile)

Look at pacman go.. Woo, the ice is reflective too..

The above picture should give you an idea of what you're trying to essentially create...

Now for the animated torch I mentioned...

We have 3 torch tiles.
1) Has the flame pointing to the left.
2) Has the flame in the center.
3) Has the flame pointing to the right.

\ | / is a really bad diagram of what all 3 of your torches would look like in the tileset window.

Click on tile properties for the 1st torch tile, and tick animated.
Above you'll see tile_number/total_tiles on the dialogue.. This will tell you what tile you're on now. Presuming you're on the 4th tile of 7 fill in the details of this tile like so:-

Next Tile : 5
Delay : 8

Then we click next and we go onto tile 5... We fill in the dialogue the same but writing 6 instead of 5.
Then we click next again, and we fill in the dialogue for the animation putting the next tile as 4. This will create a loop in the tile animations.

The next step is to add sounds based on where we are..
Say when we walk closer to the torch we've made, the sounds get louder and therefore scarier.. And as we walk away from it, it gets quiter.

Here is the code I have and how to use it in the map...

function game()
{
CreatePerson("Flik", "pacman.rss", false);
AttachInput("Flik");
AttachCamera("Flik");
MapEngine("ice cave.rmp", 60);
}

var audio_doodad_x = 0;
var audio_doodad_y = 0;

var audio = LoadSound("Honest_Bob_-_Organism.ogg");

SetUpdateScript("UpdateScript()");

function UpdateScript()
{
var x_dif = Math.abs(audio_doodad_x - GetPersonX(GetInputPerson()));
var y_dif = Math.abs(audio_doodad_y - GetPersonY(GetInputPerson()));

var total_dif = x_dif + y_dif;

if (total_dif >= 0 && total_dif < 25)
audio.setVolume(255);

if (total_dif >= 25 && total_dif < 75)
audio.setVolume(150);

if (total_dif >= 75 && total_dif < 125)
audio.setVolume(100);

if (total_dif >= 125 && total_dif < 175)
audio.setVolume(50);

if (total_dif >= 175)
audio.setVolume(0);
}

function SetLastAudioDoodadPoint()
{
audio_doodad_x = GetPersonX(GetInputPerson());
audio_doodad_y = GetPersonY(GetInputPerson());
audio.play(false);
}

Okay, how to use that in a map...
Open the map in the editor, right click... Insert Entity > Trigger. Type in the dialogue...

SetLastAudioDoodadPoint();

Play the game and whoa, it plays some stupid Honest Bob song and fades in and out as I walk by..
Ofcourse for the eerie part of this tutorial to be true, you'd have to use a good sound effect.. And not just a weird song like I did.

Check my files page for the 'game' that goes with this tutorial.

I think that's it for now!

Made By Flik!