What is BQ?
This here be an introduction to the map editor, because BMcC is totally exhausted from working and can't write one himself! Aren't I so nice?
First things first: you've got to have a map to edit! To do this, create a new text file in the maps folder of BQ.
Since .bqMap is a text editor-compatible extension, you can save some time by taking care of the preliminary stuff right now. At the top of the document you will need to put four lines. These lines represent:
They are written like this:
You can see the sets for yourself by looking in the individual folders. The folders are named the same as the prefixes of the base attributes, so it's pretty straightforward. Most importantly, there are several mostly-complete tilesets. They are:
Note: Underside is a joke. It's actually a Cave Story tileset.
After creating the new map and saving your options, you need to rename it to name.bqMAP. Make sure you turn on "see hidden file extensions" in options if you can't see the extension.
After renaming your map, hop in-game and type in your map name into the "Load Map" door.
After loading your map, press F2 or Tab to bring up the development tools. When you are finished editing, F9 saves your map. There's 3 different editors for maps, so instead of doing a step-by-step, I'm just going to explain how each editor works and leave it up to you!
1.) The GFX tile number that is in that particular square. Not really needed as you can see GFX on the collision editor screen, but can help.
2.) The particular type of collision that this square has. Collision at the moment is divided into 6 types, and are accessed by pressing the corresponding number:
- 1 - Platforms. These are tiles that Guy Balding can stand on or cling to. In other words, solid blocks.
- 2 - Spikes. If Guy touches these, he's dead.
- 3 - Ladder. Guy can climb up these like one would expect.
- 4 - Lava. Guy dies if he falls into lava, much like spikes.
- 5 - Water. At the moment, water doesn't actually do anything.
- 6 - Coin. These are tiles that guy can collect. When he runs into this tile, whatever GFX is there disappears and a coin noise is heard.
3.) Tells you if this tile is background or foreground. You can change the values by pressing Page Up
for Foreground and Page Down
4.) The type of collision you are currently drawing. See 2. for examples of collision types.
5.) The cursor. You control this with the mouse, quite obviously. Left-click
places a collision tile, right-click
Tile GFX Editor
1.) This is a GFX tile. You can trigger whether you are showing background and/or foreground tiles by pressing 9
2.) This shows which GFX tile you are currently placing. Press left
to change the tile, press up
to rotate it. Note
: You will still control Guy during this, so you may want to delete him.BMcC Edit:
You can also Pause. In the next update I'll have the Editor override any other input.
3.) Your cursor. Again. Left-click
places a tile, right-click
copies the selected tile (changes 2. to the tile you have selected, rotation included), and Delete
removes the current tile. Page Up
and Page Down
still work as normal here.
1.) The entry field to create an object. Press Enter
while on this screen to bring it up, and enter to create the object at the tip of your cursor (or close the field if the object called is invalid). The object name is the individual script file in the Scripts subfolder (RedSwitch01, Guy, etc). You have to place Guy to play the map, and where he is when the map is saved determines the starting position. Note: The object creator stores the name of the last object you created, so to continue to create objects of that kind, just press enter twice.
2.) An object! The green box (or pink if you have the object selected) is the collision hitbox for the object.
3.) Your cursor. Left-click
selects an object, and you can drag a selected object by holding left-click down. Right-click
anywhere deselects the object. Delete
removes whichever object the cursor is on.