![]() This determines the position of the cover image. "1" means that balls in the first half of the curve will go under the cover and balls in the second half of the curve will go above it (this is clearly seen in a level like "Mud Slide"). "0" means all balls go above the cover (therefore the cover is technically non-existant, except that it can hide the skull). ![]() The above value can be either "0", "1" or "2" and determines a "layer", that is, which balls will go under the cover and which will go above it. The above example refers to an image called "_left.gif" even though in the code it only says "left". And it's filename HAS to start with the "_" symbol which is to be OMITTED in the code. The image has to be in gif format and it has to be in the shades of gray. This determines the name of an image used as a cover. You can always add a line of code like this to any level. The above is optional and will only appear for level which have covers. Maximum value for gx="640" and for "gy=480". The numbers determine the exact pixel of the postion of frog's center. The bigger the number in "gy" the more the player frog will be positioned to the lower part of the screen. The bigger the number in "gx" the more the player frog will be positioned to the right. The above determines where the player frog will be positioned. The above tells how the level will be named in-game. The image must be within the given level's folder, obviously. This simply determines the image used as level's background. You level will then contain three curves. You may copy curve files from other levels to another level and then change this part of the code, so that there are names of those curves within quotation marks. The curve files must be all within level's folder. For example:Ĭurve="space" curve2="spacee" curve3="spaceee" You can add up to three curves to a level. Sometimes the level has two curves and this part of the code looks like this:Ĭurve="blackswirley-1" curve2="blackswirley-2" You unfortunately can't edit the curves themselves. Curve is the whole track that balls will take and it always ends with a skull. The above determines the curves used in the level. You can find all level names in the "levels" folder. Note that these names are different than those displayed in-game, for example "underover" stands for the level "Mud Slide". The above indicates which level it refers to. Let's discuss each part of this piece of code, from the very beginning: For every level, you will see similar description, as below: To do so, open the "levels.xml" file in the "levels" subfolder" with a notepad. For example, you can add covers to your levels or make levels with many curves of balls. However, there are certain useful hints to know when doing so. When editing graphics for levels, you can let your imagination run. When editing graphics, you must remember to edit BOTH images, otherwise your graphics won't look correctly ingame. Gray - this is partially transparent in the game. The image with the "_" sign in the beginning of its filename defines which parts of the graphic are transparent. The image without the "_" sign in the beginning of its filename is the actual graphic of a given object. Also, note that almost every image has its black and white equivalent - for example "SMALLFROGonpad.gif" and "_SMALLFROGonpad.gif" (note the "_" in the beginning). While editing them, you must pay lots of attention to their formats (Zuma uses gif's, jpg's and png's). Images for levels are kept within the "levels" subfolder, whether all other graphics are kept within the "images" subfolder. In the very beginning, you should make a backup copy of the whole Zuma Deluxe folder - therefore if something goes wrong, you can bring back the original files. * Add more levels to choose in the Gauntlet mode * Change level order in Adventure Mode and Gauntlet Mode * Determine pla yer frog position on the screen In this thread I'd like to talk about modding Zuma Deluxe. ![]() Modding a game is fun and it can also teach you some important skills.
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