As some of you already know, I have been working on an editor for Faceball lately. Usually I would wait until everything has a certain quality before I publish first results. However, I feel like everyone already waited long enough to play Faceball so I decided to do alpha release this time.
Some words about the installation: It is programmed in c# which means you will need to install .Net 4.0 to run it. You can get it here for free: http://www.microsoft.com/de-de/download/details.aspx?id=17718 . If you use Windows 7 chances are good you already have it installed without knowing. Other then that, just extract the zip-file and start the FacEdit.exe. That’s it, the editor will setup empty levels containing one enemy and the player.
About the editor: Using it is pretty simple. You draw with a left click and delete with a right-click. All of the object stuff should be self-explaining. “Save” saves the project, “Patch” patches everything to the ROM and “Start” starts the game using Mednafen. “Flash” opens Flashboy. “1-1 Test” patches a ROM that contains the currently selected level as level 1-1 (to make the testing easier) and starts it. The Export button lets you save your current level as an XML file. The Import Button lets you import an exported XML file.
What is missing?: Well, some stuff on the UI level. You can add and remove stuff but changing stuff is not possible. I can also modify the behavior of enemies (the way they attack, move and stuff) which is not support by the editor right now. I also know how to change the orientation at start time of enemies which is not supported by the editor as well. On top of that, some enemies are treated in a special way in the game. That’s why Shieldman is missing his shield. Also Ninja is missing his clone. Death occupies other enemies and respawns them which is kind of tricky. There is one more I can’t remember right now.
Finally, there are no security check. The game likes to crash when you add more then 20 enemies. I saw it getting glitchy earlier. I guess there are similar limitations to walls and items. The overview map gets glitch if you set stuff outside of the level boundaries. I tested everything as good as I can but there might be an enemy or two not working the way I intended. You can also build levels without enemies which leads to an instant win.
Please remember that this is an alpha version. There will be more advanced version of the editor. I will try to keep the savefiles compatible but I can’t promise. If you find BUGs please tell me. If you feel the urgent need to request features, well… do it.
Other then that: Have fun.
- This topic was modified 11 years, 11 months ago by thunderstruck.
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This is really great news. I can’t wait to find some time to play around with this.
Thanks for all of your hard work. I can’t wait to see what you come up with.
Here is a screenshot. I will make another video soon that shows how easy everything actually is.
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Just been using this and its great, very user friendly. no problems to report.
hmmm, I just noticed a little BUG. The 1-1 Button only works if you patched the ROM a least once the usual way. I already fixed that.
Well, I added all kinds of stuff to the level editor.
– The enemies (Ninja, Death, Shieldman) now have same behavior then in the game
– You can now set the orientation of an enemy (north, west, south, east)
– You to modify the behavior of enemies.
— You can pick one enemy and assign the behavior of a different enemy to him
— You can change the behavior of an enemy by defining attack pattern, movement pattern and escape pattern
Modifying the behavior does not work for all of the enemies as some of them have their own special behavior. I left all of them in the editor though.
Everything I figured out so far can now be modified using the editor. So I guess I could start building levels…
HorvatM recently figured out how to deactivate the debug-menu. He told me how to do it so I included it into the level editor.
thunderstruck wrote:
HorvatM recently figured out how to deactivate the debug-menu. He told me how to do it so I included it into the level editor.
Woo Woo
Really wanted this done, so people wouldn’t just people to cheat thru all of the hard work you’re doing.
-Eric
bigmak wrote:
thunderstruck wrote:
HorvatM recently figured out how to deactivate the debug-menu. He told me how to do it so I included it into the level editor.Woo Woo
Really wanted this done, so people wouldn’t just people to cheat thru all of the hard work you’re doing.
-Eric
I knew you would like this. I barely did anything though. For me this seemed really complicated (much more then changing the mazes). Luckily HorvatM figured it out.
It is actually done, i just forgot about it. Will post it later today.
OK… here we go. I actually already finished FacEdit a long time ago. With all the stuff going on in my life I completely forgot about this little thing. However, here is what FacEdit is capable of:
– Create 56 levels for Faceball
– set position and types for walls
– set enemies of any type
– change strength of enemies
– change drop items of enemies
– set star orientation of enemies
– change behavior of enemies
– set positions of items
– set player health
– set timer time
– set music for each level
– modify credits
– set control scheme
– enable/disable debug menu
– testing in mednafen
– flashing using Flashboy
– stuff
Using it is pretty simple. you add stuff with left click and remove it with right click. The modified rom can be found in the “rom” directory. Don’t delete the .bak file there.
If you add too many enemies, walls, items or play around too much with the custom enemy behavior you might break the game. Usually the level doesn’t start, jumps to the next level if you come close to an enemy or resets the game when you finish a level if the game is broken.
Also, major SPOILER WARNING. The level editor has all of Bens and mine levels in there which have been released as “Faceball: Remastered”. If you want to start without those levels just remove the stages.xml before starting the editor.
Have fun building stuff.
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This year, a project that I hope to have finished by the month of September is a new edition of NikoChan Battle, aka Faceball, and I’ll be using thunderstruck’s latest version of FacEdit to get the job done. As is known, Faceball for Virtual Boy has 4 Stages, each with 14 mazes, to work with. For Stage 1, I plan to retain the 14 maze layouts that appear in the Virtual Boy’s prototype version but make them harder and more complete, with more enemies and special items. For Stages 2-4, I’m going to make 42 new mazes, and each new maze is going to look like one of the original mazes from either the original Gameboy version of Faceball or the original SNES version of Faceball. Thus, this version that I’m making will have “official mazes” from every single version of Faceball that was ever made for a Nintendo system, which I think will make a nice Anniversary Edition of the game. I’m not yet sure of the title that I’m going to give the game, but the reason why I plan to release it in September is because according to the Release Schedules of Famitsu Magazine, Bullet Proof Software original intended for NikoChan Battle to be released for the Virtual Boy in September of 1995, but we all know that this never happened. But now, 20 years later, I hope to release a version that contains official Bullet Proof Software enemies, items, mazes, and everything, in order to pay homage to BPS and to celebrate the history of Faceball on Nintendo systems.
thunderstruck wrote:
One day I will make a Wario Editor so you can make a sequel.
That would be the best thing EVER.
Wyndcrosser wrote:
thunderstruck wrote:
One day I will make a Wario Editor so you can make a sequel.That would be the best thing EVER.
Ditto!
I completely agree with that. I don’t have any programming knowledge, but I love to use game editors.
Omg, VB Wario could be converted into a Mario game instead! Change sprites, and create custom levels!!