Goat Up 2 - manual page 2
Goat Up 2 page ( soon to be updated )
Part 1: Selecting a level to edit   Part 2: Editing a level   Part 3: Tile and Object Reference   Part 4: Tips for Designing Fun Levels  

Editing a level

The Level Editing screen

The Level Editing screen

This is the main Editing screen where you will build a level.

The main screen area containing the tile map fills most of the screen. The strip at the bottom of the screen is called the Selection Area, and it is where you choose editing modes and items to place in the level. There are four different modes the editor can be in. Usually when you enter the editor for the first time it will be in Tile Mode, as illustrated here. Tile Mode is used to make the platforms, walls, floors and other such generally static structures within your level.

Pressing the MODE button in the right of the Selection Area cycles through each of the four modes. When you make an edit, the UNDO button appears. You can UNDO up to the last 8 editing actions.

Editing in Tile Mode

In Tile Mode, the currently selected tile is shown in the left side of the Selection Area, along with a brief description. Touching within the Selection Area and dragging horizontally will cycle through all the available Tile Types. Touching within the Selection Area and dragging vertically will cycle through all available Variants of the current Tile Type.

To add tiles to the level, you use the Tile Cursor on the main screen. This appears as a little box cursor with a copy of the currently selected tile in it. To move the cursor, touch and drag anywhere on the main screen outside of the cursor box. This will move the cursor and scroll over the entire level tilemap.

To add a single tile, touch inside the Tile Cursor on the main screen. To add a row of tiles, touch inside the Tile Cursor, and draw a line of tiles.

Tile Type Variants

Tile Type Variants

Some tile types have two variants. In such cases the Selection Area is divided in two by a glowing bar. Touching and dragging vertically to the left of the bar changes variant 1 (in this example, the block shape). Touching and dragging vertically to the right of the bar changes variant 2 (in this example, the block colour). Touching and dragging horizontally changes the main block type as usual.

Picking Up a Tile

Picking Up a Tile

You can also "pick up" any tile from under the cursor by touching with 2 fingers anywhere on the main screen outside the cursor box. You will hear a smooching sound and the tile under the cursor is "picked up". You can then draw with it by touching inside the box as usual. Restore the main tile selection when you are done by touching inside the Selection Area.

Erasing Tiles

Erasing Tiles

This is how we erase tiles - just "pick up" an empty tile, and draw with it over the tiles you want to erase.

Drawing Some Platforms

Drawing Some Platforms

Here we are laying out the basic shape of a really simple level in Tile Mode. There are some platforms with grass on them for the goat to eat, and some brick walls to keep him from falling out of the level. Now we need to add some objects to the level's basic structure, so we switch to Tile Mode by pressing the MODE button in the Selection Area.

Editing in Object Mode

Object Mode cursor

Object Mode cursor

The Object Mode cursor behaves very similarly to the Tile Mode cursor. Touching and dragging in the Selection Area changes the object type and variant just like in Tile Mode. To place an instance of an object in a level, touch inside the Tile Mode cursor box. Here touching inside the cursor box will create an instance of the player goat just above the bottom layer of grass.

Placing Level Keys

Placing Level Keys

Here we have selected a Level Key from the Collectible Objects type. If there are Level Keys in your level, then you have to collect them all in order to open the Exit. Here we're placing one Level Key above each platform.

Placing the Exit

Placing the Exit

For a level to be useful it must contain a Goat and an Exit! Finding entertaining ways for one to reach the other is the essence of level design. Here we place the Exit on the top platform.

At this point you have a complete, if extremely simple, level. It has a goat, it has some Level Keys to collect, and an Exit that will open as soon as all the Keys are collected. You can press the Play button at any time to test how a level is working out.

A small but busy level

A small but busy level

Here's that same level but with lots of extra items added - Baby Goats that increase the Bonus Multiplier when collected, some Platform Patrollers that walk back and forth on the platforms, some Vertical Floaters that move around in the spaces between the platforms, and some Zapper Tiles that create a deadly intermittent zapper beam across the top of the level. It's a bit crowded for such a small level but it serves to show how easy it is to build up levels in the Editor.

Deleting and Moving Objects

Object Mode Delete cursor

Object Mode Delete cursor

You can also move and delete objects in Object Mode. To bring up the Delete cursor, first move the cursor away from any objects. Then double touch to bring up the Delete cursor, and drag it towards the object you want to delete.

Deleting an Object

Deleting an Object

Drag the Delete Cursor onto the object you want to delete. When the object turns red, releasing one touch will confirm the delete and remove the object. If you change your mind, simply drag away the Delete Cursor so the object is no longer red before releasing the touch.

Even if you accidentally delete something you can always use Undo to get it back, so don't worry.

Moving an Object

Moving an Object

To move an object, first move the cursor close to the object you want to move. Then double touch and drag to move the object.

Other Edit Modes

The remaining two modes are very simple - Back Mode and Modification Mode.

Back Mode

Back Mode

Back Mode simply has an icon to return you to the Level Select screen.

Modification Mode

Modification Mode

Modification Mode allows you to modify your level in various ways.

The DEL button completely deletes the level. Use this when you want to begin a completely new level. And don't worry if you press it by accident, since you can always UNDO.

The arrow buttons shift the entire level one tile in the direction indicated. This can be useful if you are designing a level and find that you're "running off the edge of the page" on one side or other. You can shift the level over to make room.

The NAME button activates the Nomen-Clo-Matic level namer. Keep pressing it until you get a level name you like.

That's the basics of how the level editor works! I'll provide a reference for the various tile and object types, but the best way to learn about these things is to use them.

I recommend you play the set of default levels called "Awkward Star". This begins with very simple levels, and then introduces variants on a standard level template design that show off the various object and tile types, and how they affect the gameplay.

Then start playing with the editor. Use it interactively, testing how it feels as you build a level, pressing PLAY frequently to try things out.

Read my hints about making good levels that are fun to play.

If you make some really great levels, consider sending them to us, we will collect together some of the best and make them available!

The most important thing is simply to have fun and let your inner Matthew Smith speak!

Part 1: Selecting a level to edit   Part 2: Editing a level   Part 3: Tile and Object Reference   Part 4: Tips for Designing Fun Levels  
Beam me up Scotty!
sheepie