Gaming Pushmo/Pullblox Level Editor

  • Thread starter Thread starter elisherer
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if some one could send me qr codes of a pullblox game it would be great...i want to check if the region is in the qr code...

and again, Pullblox, not Pushmo

and the original qr codes from the game... thanks, Eli.
 
It works! I imported an old pixel-art I made during a lecture for kicks, and added some ladders and switches.
brgb4.jpg

When I scanned the QR code however, Raichu wasn't orange at all, but very very brown.

x4rRd.jpg


But that's okay because I edited it within Pushmo by copying it into a new puzzle, fixing some colors and changing some item placements.

gYqdI.jpg


This tool is great for making images into scannable codes, but from that point it would probably be better to edit the puzzle with the game itself, since the tools can't be beat (in-game test utility)

Oh, as for ladders facing down or up, I believe it depends on if there is a block above the ladder chute or not.
Look at the green ladder on Raichu's tail. It's supposed to be facing down, but because there is nothing above it, it will face up, I think.
It IS facing down on the second QR code, but isn't on the third for whatever reason.
 
The palette is not accurate because I can't copy the exact RGB values from the game...I did it from photos I took of the palette editor..
if anyone can edit the pushmoPalette.gif file so the colors will be exact...be my guest

http://code.google.com/p/pushmoleveleditor/source/browse/trunk/PushmoLevelEditor/Resources/pushmoPalette.gif
You'll need to use a palette editor...I use irfanView...
There are 184 color (64 Basic-1 + 64 Basic-2 + 56 Retro)
It took a lot of time making the current palette I don't like playing with it :)
 
Seeing as you can export QR images with the exact RGB values you should need, you don't need to take photos.

It'll be a bloody hassle to get all the colours actually retrieved this way, but it's the only way.
 
Oh, as for ladders facing down or up, I believe it depends on if there is a block above the ladder chute or not.
Look at the green ladder on Raichu's tail. It's supposed to be facing down, but because there is nothing above it, it will face up, I think.
It IS facing down on the second QR code, but isn't on the third for whatever reason.
But sometimes you would want a ladder to be upside-down on a single block..
I thought that it was only a defined by a bit inside the position struct flags of the manhole...
I guess I need something extra (maybe the flags of the level -didn't figure them out yet, besides the protection which was obvious)...
 
Seeing as you can export QR images with the exact RGB values you should need, you don't need to take photos.

It'll be a bloody hassle to get all the colours actually retrieved this way, but it's the only way.

Yeah, this is how I suggested doing it also. Perhaps I'll take the liberty when I get the chance.
 
Does this allow you to "cheat the system" by any chance to allow the game's engine to load a level that features more than 8 colors, or multiple pull-out buttons?

No chance of that, and max colors is 10, not 8.

Multiple pull-outs of the same color? For that, intentionally make more than one of your pallete entries the same color, then you can use that many pull outs of that color.

The one system you can cheat though, is the level editing/sharing lock.
Then the world is still dead
 
I can contribute with a Swedish translation...

Off topic: Why do I use so many ellipses?

EDIT: Custom localization doesn't work. Also, dragging a picture in the image box outside its bounds causes an exception to be thrown.
 
I can contribute with a Swedish translation...

Off topic: Why do I use so many ellipses?

EDIT: Custom localization doesn't work. Also, dragging a picture in the image box outside its bounds causes an exception to be thrown.
I need more information on what you do...
Localization: Use culture code as name of the file and extension ".ini".
Use UTF-8 for editing the file
Don't forget to change the name and author...and the dragging thing fixed...
 
There's a big bug i'm fixing..

The first red manhole icon always comes as a switch..
This got me to understand how the flags work...

Flag/Manhole/Switch struct is as follows:
X
Y
Icon (appears in the thumbnail) (if you use a value above>0x14 the game crashes...lol i guess an IndexOutOfBoundsException of the icons array)
Flags (Color and Upsidedown)

I played with it a little bit and figured you can make a different color & upside down flag (EDIT: just the flag's icon upside-down)... lol
so an update soon...
 
I can contribute with a Swedish translation...

Off topic: Why do I use so many ellipses?

EDIT: Custom localization doesn't work. Also, dragging a picture in the image box outside its bounds causes an exception to be thrown.
I need more information on what you do...
Localization: Use culture code as name of the file and extension ".ini".
Use UTF-8 for editing the file
Don't forget to change the name and author...and the dragging thing fixed...

Just started working magically O_O
I didn't do anything...
 

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