Update Guidebook for v0.7.0
|
@ -1,5 +1,56 @@
|
|||
# Changes
|
||||
|
||||
## v0.7.0 (June 20 2021)
|
||||
|
||||
This is the first release of the game where the "free version" drifts meaningfully
|
||||
away from the "full version". Free versions of the game will show the label
|
||||
"(shareware)" next to the game version numbers and will not support embedding
|
||||
doodads inside of level files -- for creating them or playing them.
|
||||
Check the website for how you can register the full version of the game.
|
||||
|
||||
This release brings several improvements to the game:
|
||||
|
||||
* **Brush Patterns** for your level palette. Instead of your colors drawing on as
|
||||
plain, solid pixels, a color swatch can _sample_ with a Pattern to create a
|
||||
textured appearance when plotted on your level. Several patterns are built in
|
||||
including Noise, Marker, Ink, and others. The idea is that your brush strokes can
|
||||
look as though they were drawn in pencil graphite or similar.
|
||||
* **Title Screen:** the demo level shown on the title screen will leisurely scroll
|
||||
around the page. The arrow keys may still manually scroll the level any direction.
|
||||
* **Attach Doodads to Level Files:** this is the first release that supports _truly_
|
||||
portable custom levels! By attaching your custom doodads _with_ your custom level
|
||||
file, it will "just play" on someone else's computer, and they don't need to copy
|
||||
all your custom doodads for it to work! But, free versions of the game will not
|
||||
get to enjoy this feature.
|
||||
* **Settings UI**: a "Settings" button on the home screen (or the Edit->Settings
|
||||
menu in the editor) will open a settings window. Check it out!
|
||||
* **Horizontal Toolbars option:** if enabled in the Settings window, the toolbar
|
||||
and palette in the Editor will be horizontal instead of vertical, along the top
|
||||
and bottom of the screen. This may be better optimized for smartphone-sized
|
||||
screens like the Pinephone. If the program is started with `-w mobile` the first
|
||||
time, it will use horizontal toolbars by default.
|
||||
|
||||
Some small bits of polish in the game's user interface:
|
||||
|
||||
* Some buttons are more colorful! The "Ok" button in alert boxes is blue and pressing
|
||||
Enter will select the blue button.
|
||||
* When opening a drawing to play or edit, a blue **Browse...** button is
|
||||
added so you can more easily find downloaded custom levels and play them.
|
||||
* In the Level Editor, the "Level -> **Attached Files**" menu will let you see
|
||||
and manage files attached to your level, such as its custom wallpaper image or
|
||||
any custom doodads that were published with the level.
|
||||
* The keyboard shortcut to open the developer console is now the tilde/grave key
|
||||
(`) instead of Enter.
|
||||
|
||||
Bugs fixed:
|
||||
|
||||
* The WASD keys to move the player character (as an alternative to the arrow keys)
|
||||
now works more reliably. Previously, they were affected by key-repeat so Boy would
|
||||
do a quick hop followed by a longer one when pressing W to jump. Also, his
|
||||
animation would not update correctly when moving via the WASD keys. Both bugs
|
||||
are fixed in this release.
|
||||
* Shortcut keys advertised in the menu, such as Ctrl-N and Ctrl-S, now actually work.
|
||||
|
||||
## v0.6.0-alpha (June 6 2021)
|
||||
|
||||
This release brings less jank and some new features.
|
||||
|
|
|
@ -4,6 +4,12 @@
|
|||
will be usable from gamepad controllers, especially if it branches out and
|
||||
targets platforms other than desktop computers in the future.
|
||||
|
||||
The list of controls is also viewable in-game in the Settings Window, accessible
|
||||
from the title screen or the Edit->Settings menu of the editor. The controls can
|
||||
not be customized at this time.
|
||||
|
||||
![Controls UI](images/controls.png)
|
||||
|
||||
## During Gameplay
|
||||
|
||||
While playing a level, the following keys are used to control the player character:
|
||||
|
|
|
@ -13,6 +13,33 @@ image editor. Then, you can program their behavior using JavaScript to make them
|
|||
* Program its Behavior
|
||||
* [JavaScript](scripts.md)
|
||||
|
||||
## Naming Convention
|
||||
|
||||
It is strongly encouraged that you name your custom doodad files with a
|
||||
prefix or something to _namespace_ them apart from the built-in doodads.
|
||||
|
||||
For example: if you made a custom doodad named "door-red.doodad" it would
|
||||
actually conflict with the [built-in doodad](../doodads.md) of the same
|
||||
name, and your custom doodad would take priority over the built-in one.
|
||||
|
||||
By prefixing your custom doodad filenames with your initials or name, you
|
||||
will minimize the likelihood that your doodad conflicts with a built-in
|
||||
from a future game release _or_ with custom doodads made by other players
|
||||
than yourself.
|
||||
|
||||
Future versions of the game will likely prevent saving a new doodad with
|
||||
the same filename of a built-in one.
|
||||
|
||||
## Profile Directory
|
||||
|
||||
Custom doodads and levels will go in your [Profile Directory](../profile-directory.md),
|
||||
into folders named "doodads" and "levels" respectively.
|
||||
|
||||
To share your custom doodads with others, you can copy the `.doodad` files out
|
||||
of your doodads folder. To install doodads made by others, place their `.doodad`
|
||||
files into your doodads folder, and they will appear in-game to drag and drop
|
||||
them into your level.
|
||||
|
||||
## doodad (Command Line Tool)
|
||||
|
||||
Your copy of the game should have shipped with a `doodad` command-line tool
|
||||
|
|
|
@ -247,6 +247,22 @@ or marker and how many distinct colors do you need?
|
|||
> change any pixels _already on your level_ to the new color. Drawings in this
|
||||
> game use an indexed palette, similar to GIF and some PNG images!
|
||||
|
||||
### Brush Patterns
|
||||
|
||||
A color swatch on your palette may have a Brush Pattern (labeled "Tex") applied
|
||||
to it which will vary the look of your color once drawn onto your level. For
|
||||
example, instead of a red color drawing on as solid red pixels, it can take on
|
||||
a more noisy pattern resembling colored pencil graphite or marker.
|
||||
|
||||
![Screenshot showing various brush patterns](../images/patterns.png)
|
||||
|
||||
The pattern when drawn onto your level is a cosmetic-only effect: you can change
|
||||
the pattern after the fact, or remove the pattern altogether, and your level
|
||||
immediately updates.
|
||||
|
||||
In the future, you will be able to add your own custom pattern images but for
|
||||
now there are a handful of built-in options to choose from.
|
||||
|
||||
### Color Attributes
|
||||
|
||||
The **Attributes** column toggles behaviors on or off for this color. In the default
|
||||
|
@ -280,9 +296,6 @@ invisible) and FF (fully opaque).
|
|||
|
||||
![Enter an RGBA color value for see-thru colors](../images/palette-rgba.png)
|
||||
|
||||
> Pictured: I have set the "solid" color to #000000**33** giving it an alpha
|
||||
> value -- making it semi transparent against the level wallpaper.
|
||||
|
||||
---
|
||||
|
||||
## Menu Bar
|
||||
|
@ -295,26 +308,30 @@ Its options include:
|
|||
* New doodad
|
||||
* Save (Ctrl-S)
|
||||
* Save as...
|
||||
* Publish level (attach custom doodads for easy sharing)
|
||||
* Open... (Ctrl-O)
|
||||
* Close level
|
||||
* Quit (Escape)
|
||||
* **Edit**
|
||||
* Undo (Ctrl-Z)
|
||||
* Redo (Ctrl-Y)
|
||||
* Settings
|
||||
* **Level**
|
||||
* Page settings (to change the level type or wallpaper)
|
||||
* Attached files
|
||||
* Playtest (P)
|
||||
* **Tools**
|
||||
* Debug overlay (F3)
|
||||
* Command shell (Enter)
|
||||
* Edit Palette
|
||||
* Doodads (d)
|
||||
* Pencil Tool (f)
|
||||
* Line Tool (L)
|
||||
* Rectangle Tool (r)
|
||||
* Ellipse Tool (c)
|
||||
* Eraser Tool (x)
|
||||
* Doodads (d)
|
||||
* Link Tool
|
||||
* **Help**
|
||||
* User Manual (F1)
|
||||
* Register
|
||||
* About
|
||||
|
|
84
docs/custom-levels/publishing.md
Normal file
|
@ -0,0 +1,84 @@
|
|||
# Publishing Levels
|
||||
|
||||
Sketchy Maze is designed to be _very_ friendly to mods and custom user content,
|
||||
and the **Publish Level** feature is an important part towards that goal.
|
||||
|
||||
When you have created your own level and you have added some
|
||||
[custom doodads](../custom-doodads/index.md) to it, **publishing** your level
|
||||
means that your custom doodads will _attach_ directly into the level file for
|
||||
easy sharing with others: another player can download _just_ your `.level` file
|
||||
and it will "just play" in their copy of the game, and they don't need to track
|
||||
down all the same custom doodads you've used.
|
||||
|
||||
> <em>**Notice:** This feature is only available for full (registered) versions of the
|
||||
> game. The free (shareware) version of </em>Sketchy Maze<em> supports custom levels
|
||||
> and doodads, but you would need to copy the custom `.doodad` files to each
|
||||
> computer your level will play on, otherwise the game won't be able to find
|
||||
> them! Check [the website](https://www.sketchymaze.com/) for details how to acquire
|
||||
> a full version of the game.</em>
|
||||
|
||||
## Publish a Level
|
||||
|
||||
When you are ready to share your level, click on the "File->Publish level" menu
|
||||
option in the Level Editor.
|
||||
|
||||
![Publish Window screenshot](../images/publish.png)
|
||||
|
||||
The Publish window will show the list of named doodads which currently exist in
|
||||
your level, designating which doodads are _custom_ and which were built-in with
|
||||
the game (the built-in doodads are shown in blue text plus an asterisk* symbol).
|
||||
|
||||
The blue **Export Level** button will prompt for you to give a file name, and
|
||||
the level will be written there _with_ all of its custom doodads embedded inside.
|
||||
|
||||
Optionally, you can choose to "Attach built-in doodads too" -- this will attach
|
||||
copies of the built-in doodads to your level, too, which will override the game's
|
||||
_actual_ built-in doodads. Doing this comes with some pros and cons:
|
||||
|
||||
* **Pro:** if future releases of _Sketchy Maze_ change the behavior or appearance
|
||||
of a built-in doodad, your custom level will still use the older version that
|
||||
it was published with.
|
||||
* **Con:** if future updates to a built-in doodad have improved its appearance,
|
||||
added functionality or fixed bugs, the published level will not benefit from
|
||||
that update because it brought its own (older) version of the built-in doodad.
|
||||
|
||||
## Managing Attached Files
|
||||
|
||||
You can view and manage the files attached to a level by clicking on the
|
||||
"Level -> Attached files" menu in the level editor:
|
||||
|
||||
![Attached Files screenshot](../images/attachments.png)
|
||||
|
||||
This window lists the doodads, wallpapers or other custom assets which have been
|
||||
attached directly _into_ the level file. A published level will have all of its
|
||||
custom doodads attached (and possibly copies of the built-in doodads it used),
|
||||
as well as the [custom wallpaper](custom-wallpaper.md) image (if any).
|
||||
|
||||
### Removing Attached Doodads
|
||||
|
||||
Attached doodads may be removed from the level **if** doing so will not break
|
||||
the level. Generally, this means: if an instance of that doodad is still in
|
||||
use _somewhere_ on your level, and removing the doodad from the Attached Files
|
||||
would cause the level to be unable to locate that doodad, then removing it from
|
||||
your level will not be permitted.
|
||||
|
||||
Doodads can be removed from the Attached Files list **if:**
|
||||
|
||||
* They are built-in doodads; removing them will cause the level to go back to
|
||||
using the built-in copies of these doodads instead.
|
||||
* They are custom doodads **and** you have them in your [profile directory](../profile-directory.md):
|
||||
the level will start using the named doodad from your profile directory (similarly
|
||||
to how you designed the level in the first place, before publishing!)
|
||||
* The doodad is no longer used in your level, e.g. you have removed every instance
|
||||
of the doodad from your level geometry.
|
||||
|
||||
### Removing Attached Wallpapers
|
||||
|
||||
Similarly: if the level is using a custom wallpaper image, you can not remove
|
||||
the wallpaper from the Attached Files list while the level is still using it.
|
||||
|
||||
To remove the wallpaper image, you need to:
|
||||
|
||||
1. Go into the Page Settings (Level->Page settings menu) and select one of the
|
||||
built-in wallpaper images, such as "Notebook."
|
||||
2. Then you can remove the custom wallpaper image from the Attached Files window.
|
|
@ -1,4 +1,4 @@
|
|||
# Doodad Tool
|
||||
# Doodad Program
|
||||
|
||||
The game ships with a command-line program called `doodad` which assists in
|
||||
creating and managing custom doodads and levels.
|
||||
|
@ -34,32 +34,35 @@ subcommand and `--help` to get help on that command, for example:
|
|||
doodad convert --help
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Examples
|
||||
|
||||
Here are some common scenarios and use cases for the doodad tool.
|
||||
|
||||
### Show
|
||||
### Show Level or Doodad Information
|
||||
|
||||
Shows metadata and details about a level or doodad file.
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad show [doodad or level filename]
|
||||
```
|
||||
|
||||
Shows metadata and details about a level or doodad file.
|
||||
|
||||
Examples:
|
||||
|
||||
```bash
|
||||
### About a doodad file
|
||||
$ doodad show button.doodad
|
||||
===== Doodad: button.doodad =====
|
||||
Headers:
|
||||
File version: 1
|
||||
Game version: 0.0.10-alpha
|
||||
Game version: 0.7.0
|
||||
Doodad title: Button
|
||||
Author: Noah
|
||||
Locked: true
|
||||
Hidden: false
|
||||
Script size: 473 bytes
|
||||
Script size: 922 bytes
|
||||
|
||||
Palette:
|
||||
- Swatch name: Color<#000000+ff>
|
||||
|
@ -87,15 +90,143 @@ Chunks:
|
|||
Coordinate Range: (0,0) ... (36,36)
|
||||
World Dimensions: 36x36
|
||||
Use -chunks or -verbose to serialize Chunks
|
||||
|
||||
### About a level file
|
||||
$ doodad show 'Tutorial 2.level'
|
||||
===== Level: Tutorial 2.level =====
|
||||
Headers:
|
||||
File version: 1
|
||||
Game version: 0.7.0
|
||||
Level title: Lesson 2: Keys & Doors
|
||||
Author: Noah P
|
||||
Password:
|
||||
Locked: false
|
||||
|
||||
Palette:
|
||||
- Swatch name: rock
|
||||
Attributes: solid
|
||||
Color: #996600
|
||||
- Swatch name: grass
|
||||
Attributes: solid
|
||||
Color: #00ff00
|
||||
- Swatch name: stone
|
||||
Attributes: solid
|
||||
Color: #888888
|
||||
- Swatch name: water
|
||||
Attributes: water
|
||||
Color: #0099ff
|
||||
- Swatch name: spikes
|
||||
Attributes: fire
|
||||
Color: #ff0000
|
||||
- Swatch name: hot lava
|
||||
Attributes: fire
|
||||
Color: #ff3300
|
||||
|
||||
Level Settings:
|
||||
Page type: Bounded
|
||||
Max size: 2550x3300
|
||||
Wallpaper: legal.png
|
||||
|
||||
Attached Files:
|
||||
None
|
||||
|
||||
Actors:
|
||||
Level contains 35 actors
|
||||
Use -actors or -verbose to serialize Actors
|
||||
|
||||
Chunks:
|
||||
Pixels Per Chunk: 128^2
|
||||
Number Generated: 206
|
||||
Coordinate Range: (-128,0) ... (2559,3327)
|
||||
World Dimensions: 2687x3327
|
||||
Use -chunks or -verbose to serialize Chunks
|
||||
```
|
||||
|
||||
### Convert
|
||||
---
|
||||
|
||||
### Attach and Export Doodad Scripts
|
||||
|
||||
Doodads are programmed [in JavaScript](custom-doodads/scripts.md) and the
|
||||
script can be attached and read using the doodad program.
|
||||
|
||||
Usage:
|
||||
|
||||
```bash
|
||||
# Set the doodad script from filename.js
|
||||
doodad install-script filename.js custom.doodad
|
||||
|
||||
# View the script from a doodad file
|
||||
doodad show --script custom.doodad
|
||||
```
|
||||
|
||||
Example:
|
||||
|
||||
```javascript
|
||||
$ doodad show --script key-blue.doodad
|
||||
// key-blue.doodad.js
|
||||
function main() {
|
||||
var color = Self.GetTag("color");
|
||||
var quantity = color === "small" ? 1 : 0;
|
||||
|
||||
Events.OnCollide(function(e) {
|
||||
if (e.Settled) {
|
||||
Sound.Play("item-get.wav")
|
||||
e.Actor.AddItem(Self.Filename, quantity);
|
||||
Self.Destroy();
|
||||
}
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Edit Level or Doodad Properties
|
||||
|
||||
The `doodad edit-level` and `doodad edit-doodad` commands can set certain
|
||||
properties on these types of drawings.
|
||||
|
||||
Example:
|
||||
|
||||
```bash
|
||||
$ doodad edit-level --title "My First Level" example.level
|
||||
```
|
||||
|
||||
Available properties that can be modified are as follows:
|
||||
|
||||
* **edit-doodad**
|
||||
* `--title value`: set the doodad's title (display name).
|
||||
* `--author value`: set the author's name (default is your OS username).
|
||||
* `--tag value, -t value`: set a custom tag (key=value format) on your doodad.
|
||||
* `--hide, --unhide`: edit the Hidden attribute on a doodad. Hidden doodads
|
||||
don't appear in the Doodad Dropper window of the level editor.
|
||||
* `--lock, --unlock`: edit the Locked attribute on a doodad. Locked doodads
|
||||
can not be opened for editing in-game.
|
||||
* **edit-level**
|
||||
* `--title value`: set the level's title.
|
||||
* `--author value`: set the author's name (default is your OS username).
|
||||
* `--password value`: set the password for the level (not currently used).
|
||||
* `--type value`: set the page type, one of: Bounded, Unbounded, NoNegativeSpace,
|
||||
Bordered.
|
||||
* Note: Bordered is not yet implemented, and behaves the same as Bounded.
|
||||
* `--max-size WxH`: set the page size for Bounded levels, like 2550x3300.
|
||||
* `--wallpaper name.png`: set the wallpaper image filename.
|
||||
* `--lock, --unlock`: edit the Locked attribute on a level. Locked levels
|
||||
can not be opened for editing in-game.
|
||||
|
||||
---
|
||||
|
||||
### Convert To/From Images
|
||||
|
||||
The `doodad convert` command can turn PNG or BMP images into doodads or
|
||||
level files, and vice versa!
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad convert [options] <input files.png> <output file.doodad>
|
||||
```
|
||||
|
||||
Only PNG or bitmap images are supported.
|
||||
|
||||
#### Creating a Doodad from PNG images
|
||||
|
||||
Suppose you have PNG images named "frame0.png" through "frame3.png" and want
|
||||
|
@ -107,17 +238,61 @@ file "custom.doodad":
|
|||
doodad convert frame0.png frame1.png frame2.png frame3.png custom.doodad
|
||||
|
||||
# The same, but also attach custom tags with the doodad.
|
||||
# The doodad script can check its tags and you can have one
|
||||
# common script for multiple variations of a doodad, e.g.,
|
||||
# all four of the built-in Colored Locked Doors share a script.
|
||||
doodad convert --tag color=blue frame{0,1,2,3}.png custom.doodad
|
||||
|
||||
# Convert the doodad back into an image.
|
||||
# NOTE: only the 1st frame (frame0) can be exported, currently.
|
||||
doodad convert custom.doodad frame0.png
|
||||
```
|
||||
|
||||
The order of the given PNG images will be the order of the doodad layers
|
||||
created; the first image will be Layer 0, the second Layer 1, and so on.
|
||||
The names of the image files will be the names of those layers, minus the
|
||||
.png or .bmp file extension.
|
||||
|
||||
#### Creating a Level from a PNG image
|
||||
|
||||
A level file can be created _from_ a PNG image:
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad convert [options] input.png output.level
|
||||
|
||||
# Set which color is 'transparent' (to show the level wallpaper behind)
|
||||
doodad convert --key '#ffffff' input.png output.level
|
||||
```
|
||||
|
||||
Some considerations about this feature:
|
||||
|
||||
* The Palette will be created from each **distinct** color value found in the
|
||||
original PNG image. The names of each color will be named after their hex
|
||||
color value, and no attributes are applied by default. You will need to
|
||||
edit the level palette to mark colors as solid, fire, water, etc.
|
||||
* The `--key` option (default #ffffff, white) sets the background color; pixels
|
||||
of this color in the input PNG will be 'transparent' in the level data, showing
|
||||
the wallpaper image behind.
|
||||
|
||||
#### Convert a level to a PNG image
|
||||
|
||||
You can also convert a .level file into a PNG (or bitmap) image, creating a
|
||||
sort of "large screenshot" encompassing the entire level geometry.
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad convert my.level output.png
|
||||
```
|
||||
|
||||
#### Create a level from a PNG image
|
||||
Some considerations about this feature:
|
||||
|
||||
```bash
|
||||
doodad convert level.png output.level
|
||||
```
|
||||
* Doodads are **not** included in the output image; only the level geometry
|
||||
itself is.
|
||||
* Brush Patterns are not applied in the output image; each color swatch in
|
||||
your level will represent as solid pixel colors in the output image.
|
||||
|
||||
The image created by this command _could_ be fed back in to re-create the
|
||||
level from that image, albeit with lots of information lost in the process,
|
||||
such as the names and properties of Palette swatches and all the doodad
|
||||
placements.
|
||||
|
|
|
@ -65,15 +65,16 @@ Supported variables include:
|
|||
|
||||
## Developer Console
|
||||
|
||||
Pressing the `Enter` key at any time will open the developer console at the
|
||||
bottom of the screen (all gameplay logic is paused while the console is open).
|
||||
Pressing the tilde/grave key (<code>`</code>) at any time will open the developer
|
||||
console at the bottom of the screen (all gameplay logic is paused while the
|
||||
console is open).
|
||||
|
||||
In the console you can type anything from simple commands, to hidden cheat
|
||||
codes, to JavaScript commands to operate on some of the game's internal code!
|
||||
|
||||
![Screenshot of the developer console](images/shell.png)
|
||||
|
||||
Pressing `Enter` again without typing a command will close the console.
|
||||
Pressing `Enter` without typing a command will close the console.
|
||||
|
||||
## Commands
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ Here are all the hotkeys/shortcuts used within Sketchy Maze.
|
|||
|----------|------------------------------------------------------------|
|
||||
| `Escape` | Exit the application (after confirmation modal). |
|
||||
| `F1` | Open the Guidebook (this site). |
|
||||
| `Enter` | Open the [developer console](hacking.md#developer-console) |
|
||||
| <code>`</code> | Open the [developer console](hacking.md#developer-console) |
|
||||
|
||||
---
|
||||
|
||||
|
|
BIN
docs/images/attachments.png
Normal file
After Width: | Height: | Size: 83 KiB |
BIN
docs/images/controls.png
Normal file
After Width: | Height: | Size: 83 KiB |
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 66 KiB |
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 65 KiB |
Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 69 KiB |
Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 69 KiB |
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 126 KiB |
Before Width: | Height: | Size: 75 KiB After Width: | Height: | Size: 108 KiB |
BIN
docs/images/patterns.png
Normal file
After Width: | Height: | Size: 94 KiB |
BIN
docs/images/publish.png
Normal file
After Width: | Height: | Size: 97 KiB |
|
@ -7,11 +7,16 @@ maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
|
|||
"doodads" such as buttons and doors into your level, play it and share your
|
||||
levels with others.
|
||||
|
||||
**Last Updated:** June 20, 2021 for Sketchy Maze v0.7.0.
|
||||
|
||||
## Table of Contents
|
||||
|
||||
* [About Sketchy Maze](about.md)
|
||||
* [Change History](changes.md)
|
||||
* [Gameplay Controls](controls.md)
|
||||
* [Creating Custom Levels](custom-levels/index.md)
|
||||
* [Publishing Levels](custom-levels/publishing.md)
|
||||
* [Custom Wallpaper](custom-levels/custom-wallpaper.md)
|
||||
* [The Built-in Doodads](doodads.md)
|
||||
* [Linked Doodads](linked-doodads.md)
|
||||
* [Creating Custom Doodads](custom-doodads/index.md)
|
||||
|
@ -21,4 +26,5 @@ levels with others.
|
|||
* [Shortcut Keys](hotkeys.md)
|
||||
* [The `doodad` command-line tool](doodad-tool.md)
|
||||
* [Hacking and debugging](hacking.md)
|
||||
* [Profile Directory](profile-directory.md)
|
||||
* [Open Source Licenses](licenses.md)
|
||||
|
|
|
@ -5,6 +5,21 @@ operating system's profile directory for your account.
|
|||
|
||||
This will typically be found at the following locations based on your platform:
|
||||
|
||||
* **Linux:** `$XDG_CONFIG_HOME` or `$HOME/.config/doodle`
|
||||
* **Windows:** `%APPDATA%` or `C:\Users\%USER%\AppData\Roaming\doodle`
|
||||
* **Mac OS:** `$HOME/Library/Application Support/doodle`
|
||||
* **GNU/Linux:** `$XDG_CONFIG_HOME` or `$HOME/.config/doodle`
|
||||
* **Linux (Flatpak):** `$HOME/.var/app/com.sketchymaze.Doodle/config/doodle`
|
||||
|
||||
## Opening your Profile Directory
|
||||
|
||||
The in-game Settings window has a button that will open your Profile Directory
|
||||
in your operating system's default file browser. You will see the folders
|
||||
labeled "levels" and "doodads" which is where your custom created content will
|
||||
live.
|
||||
|
||||
To install custom content created by other players, copy them into these folders.
|
||||
|
||||
## See Also
|
||||
|
||||
* [Publishing Levels](custom-levels/publishing.md): embed custom doodads directly
|
||||
_inside_ your level for easy sharing with others!
|
|
@ -6,6 +6,7 @@ nav:
|
|||
- Change History: changes.md
|
||||
- Controls: controls.md
|
||||
- Creating Levels: custom-levels/index.md
|
||||
- Publishing Levels: custom-levels/publishing.md
|
||||
- Custom Wallpaper: custom-levels/custom-wallpaper.md
|
||||
- Built-in Doodads: doodads.md
|
||||
- Linked Doodads: linked-doodads.md
|
||||
|
|