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tutorials:main:ch01-02 [2012/04/23 18:07]
nick created
tutorials:main:ch01-02 [2017/07/27 01:24] (current)
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-====== Chapter 1-2: Continued ======+| <- [[ch01-01|Previous Page]] | [[start|Comprehensive Tutorial Index]] | [[ch01-03|Next Page]] -> | 
 + 
 +====== Chapter 1-2: (Continued======
  
  
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 The //tiles that you are **drawing onto a screen** are called **combos**// and will probably be referred to as combos for the majority of this tutorial. This distinction exists because combos hold more than just graphical data, but we will go into more detail about that a few chapters down the line. For now, just remember that **combos are what you draw onto the screen.** The //tiles that you are **drawing onto a screen** are called **combos**// and will probably be referred to as combos for the majority of this tutorial. This distinction exists because combos hold more than just graphical data, but we will go into more detail about that a few chapters down the line. For now, just remember that **combos are what you draw onto the screen.**
  
-There are many ways to navigate the three combo lists on the right. You can **hold the shift key and press Up or Down**, you can **use the mouse wheel**, you can **press Pg Up or Pg Down** to skip through the lists at larger intervals (holding ctrl will make it advance even more), and you can **click the really tiny arrows above each combo list**. But these actions only work in the currently selected (by left clicking) combo list and you can only use one combo for drawing at a time.+There are many ways to navigate the three combo lists on the right. You can **hold the shift key and press Up or Down**, you can **use the mouse wheel**, you can **press Pg Up or Pg Down** to skip through the lists at larger intervals (holding ctrl will make it advance even more), and you can **click the really tiny arrows above each combo list**. It's also possible to hover the mouse at the top and bottom edges of the combo list to scroll it if the option under **Etc.->Options->Mouse Scroll** is checked. But these actions only work in the currently selected (by left clicking) combo list and you can only use one combo for drawing at a time.
  
 Another thing to note is the concept of **CSets**, which are short for "Color Sets." Through the majority of this tutorial, they will be referred to as CSets. These pretty much determine the color of what you are drawing onto the screen. Another thing to note is the concept of **CSets**, which are short for "Color Sets." Through the majority of this tutorial, they will be referred to as CSets. These pretty much determine the color of what you are drawing onto the screen.
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 As you've probably noticed, this screen is currently a blue void when we want it to be filled with a ground combo. While we could simply click on the screen and slowly draw all of this in, there is a much faster method. As you've probably noticed, this screen is currently a blue void when we want it to be filled with a ground combo. While we could simply click on the screen and slowly draw all of this in, there is a much faster method.
  
-Hold down **Ctrl** and **left click** on the screen. If you had combo #12 with CSet 0 selected, the screen should look like this:+Hold down **Ctrl** and **left click** on the screen **(Command+Click on the Mac port)**. If you had combo #12 with CSet 0 selected, the screen should look like this:
  
 {{ firstscreen-filled.png?direct&640 |The void of blue is now a void of badly colored ground...}} {{ firstscreen-filled.png?direct&640 |The void of blue is now a void of badly colored ground...}}
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 {{ firstscreen-anotherfillsetup.png?direct&640 |More filling action}} {{ firstscreen-anotherfillsetup.png?direct&640 |More filling action}}
  
-Keep combo #25 with CSet 2 selected and try the fill tool (**Ctrl+Left Click**) in the top row of the screen. It should end up looking like this:+Keep combo #25 with CSet 2 selected and try the fill tool (**Ctrl+Left Click** or **Command+Click**) in the top row of the screen. It should end up looking like this:
  
 {{ firstscreen-fillcomplete.png?direct&640 |The filling is complete}} {{ firstscreen-fillcomplete.png?direct&640 |The filling is complete}}
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 ====== Part 9: Block Drawing and Other Drawing Functions ====== ====== Part 9: Block Drawing and Other Drawing Functions ======
  
-Let's continue creating the screen we want to make while making sure to change the CSets In order to make this next part worthwhile, I suggest leaving the middle structure until last.+Let's continue [[http://zcguides.celestialrealm.net/_media/tutorials/main/firstscreen-target.png|creating the screen we want to make]] while making sure to change the CSetsIn order to make this next part worthwhile, I suggest leaving the middle structure until last.
  
-In order to make drawing larger structures easier, one of the things that ZQuest has had for quite some time is the ability to draw blocks of combos at a time. **Right click //on the screen//** where you wish to place the block in order to bring up a menu.+To make drawing larger structures easier, one of the things that ZQuest has had for quite some time is the ability to draw blocks of combos at a time. **Right click //on the screen// (Ctrl+Click on the Mac port)** where you wish to place the block in order to bring up a menu.
  
 {{ firstscreen-drawblock1.png?direct&640 |Draw Block Menu}} {{ firstscreen-drawblock1.png?direct&640 |Draw Block Menu}}
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 Draw Block will draw the combos adjacent to the currently selected combo in the combo list. Draw Block will draw the combos adjacent to the currently selected combo in the combo list.
  
-While we are looking at this right click menu, let's go over the other neat functions it has.+While we are looking at this right click (Ctrl+Click on the Mac port) menu, let's go over the other neat functions it has.
  
-  * **Select Combo**\\ This will select the combo you right clicked in the active combo list. This is useful for quickly selecting combos you have used before on a screen. +  * **Select Combo**\\ This will select the combo you right clicked in the active combo list, but not the CSet. This is useful for quickly selecting combos you have used before on a screen. 
-  * **Scroll to Combo**\\ This will scroll the currently active combo list to the combo you right clicked.+  * **Scroll to Combo**\\ This will scroll the currently active combo list to the combo you clicked.
   * **Edit Combo**\\ This will let you edit the properties of the currently selected combo. We won't be fooling with this for several chapters.   * **Edit Combo**\\ This will let you edit the properties of the currently selected combo. We won't be fooling with this for several chapters.
-  * **Replace All**\\ This will replace all instances of the right clicked combo with the combo that is selected from the combo list on the current screen.+  * **Replace All**\\ This will replace all instances of the clicked combo with the combo that is selected from the combo list on the current screen.
   * **Draw Block**\\ Allows you to draw "blocks" of combos adjacent to the selected combo in the combo list onto the screen.   * **Draw Block**\\ Allows you to draw "blocks" of combos adjacent to the selected combo in the combo list onto the screen.
   * **Set Brush Width/Height**\\ This changes how many combos you draw at once. It's pretty much //Draw Block// activated permanently.   * **Set Brush Width/Height**\\ This changes how many combos you draw at once. It's pretty much //Draw Block// activated permanently.
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 In Part 8 and 9, you probably noticed the bizarre arrows that started appearing as you placed stuff on the edges of the screen. This feature is toggled in **Etc.->Options** as **Show Misaligns**. It shows solidity misalignments between screens. In simpler terms, it shows if Link will walk into a solid object such as a mountain if it is possible to enter the screen from that direction. Why this seems to be the case in this tutorial quest so far will be explained in Chapter 2. In Part 8 and 9, you probably noticed the bizarre arrows that started appearing as you placed stuff on the edges of the screen. This feature is toggled in **Etc.->Options** as **Show Misaligns**. It shows solidity misalignments between screens. In simpler terms, it shows if Link will walk into a solid object such as a mountain if it is possible to enter the screen from that direction. Why this seems to be the case in this tutorial quest so far will be explained in Chapter 2.
  
-**For the purposes of this tutorial, it's probably best to turn Show Misaligns off.**+**For the purposes of this tutorial, it's probably best to turn //Show Misaligns// off.** 
 + 
 +| <- [[ch01-01|Previous Page]] | [[start|Comprehensive Tutorial Index]] | [[ch01-03|Next Page]] -> |
tutorials/main/ch01-02.1335218831.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
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