Thank you for trying out Eversion Level Editor, I hope you enjoy it as much as I did enjoy discovering it! Be sure to thank Tows for making an amazing game!
This section teaches the basics of the editor, how to maneuver and how to edit the map.
Hold CTRL and spin the mouse wheel forwards to zoom in, or spin the wheel backwards to zoom out. Click and hold the middle mouse button and move the mouse to pan the view. You can also use the arrow keys to navigate the map, using the ctrl key to scroll in pages rather than tiles.
The editor uses a brush to manipulate the map. The brush is a rectangular region of any size used for copying, moving, and filling areas of the map. To copy an area of the map, use the right mouse button and drag a rectangle over the desired region of the map. Lifting the right mouse button causes this selection to to be assigned to the brush. Spin the mouse wheel forwards to fill the brush to the next tile, relative to the first tile in the top left corner. For example, if the brush is blank (0x00), then moving the scroll wheel forward causes the brush to be filled with 0x01, and again to 0x02. Spinning the mouse wheel backwards will fill the brush with the previous tile index. Use the left mouse button and drag to pasting the brush onto the map. By default, blank tiles in the brush will overwrite existing tiles. Holding down the shift key before pressing the left mouse button causes pasting to ignore blank tiles inside the brush. If you make a mistake, you can always undo with Ctrl+Z. A final note: The brush is global between maps, therefore selecting in one map can be carried over to other maps open in the editor.
The thick red box represents the size of the map; no tile can exist outside this box. To resize the map, hold down the shift key and use the left mouse button to drag either the right edge, bottom edge, or the bottom-right corner of the box to the desired size. Shrinking the map down will remove tiles that lie outside of the new box.
This editor comes equipped with a keyboard customizing feature so that you can configure the keyboard shortcuts to what suits you the best. To access the keyboard shortcut editor go to the keyboard tab in the "View"->"Toolbars and Docking Windows..." window.
To save your map, you must place it in the Eversion/maps directory and must be named arean, where n is a number from 1 to 8. It is recommended you have handy the original Eversion maps, in case you decide to undo your changes to the game. Eversion must be restarted in order for the map changes to come into effect.
EversionMod scripts are modified scripts of the original Eversion game, but add more features to make the editor more flexible yet remain backward compatable with the original game.
EversionMod 1.0 features:
EversionMod 1.0 comes shipped with Eversion Level Editor 1.3. To install, overwrite the default script files for Evesion with the three script files found under the eversionMod folder. EversionMod is designed to be backward compatable with the original game, therefore, you shouldn't notice any change in teh original game. Note you must restart Eversion before the script changes take effect.
With this first release of EversionMod, you are now able to create vertical levels. To do so, place two a 0xDE tile anywhere in the map. This will enable vertical scrolling. Place two 0xDD tiles at any x position to set the y-constraints of the camera. For example, placing two 0xDD tiles at (0,5) and (0,25) will prevent the camera from seeing the first 4 rows of tiles, and will prevent it from seeing the 25th row and below. It is also important to note that the falling two tiles below the lowest constraint will kill the player.
With this first release of EversionMod, you are now able to set the eversion the level starts on. To do so, place a 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, or 0xE8 tile for eversions 1, 2, 3 4, 5, 6, 7, and 8 respectively anywhere in the map. Note that the right-most-and-bottom-most starting eversion tile takes precedence, if there are more than one in the map.
With this first release of EversionMod, you are now able to set where the player starts in the level. To do so, place a 0xFF tile where you would like the player to start. Note that the right-most-and-bottom-most tile takes precedence, if there are more than one in the map.
Because you haven't installed the Microsoft Visual C++ 2010 RC1 runtimes. The install is named vcredist_x86.exe and is located in the same directory as the editor.
Q: Can I move the player's starting point?No. Unfortunately the player's starting position is hardcoded in the main.rb script. *This limitation is fixed starting with the release of 1.0 EversionMod scripts. To set, place a 0xFF tile anywhere in the map.
Q: Can I change what eversion the level starts on?No. The starting eversion levels for each level is hardcoded in the main.rb script. *This limitation is fixed starting with the release of 1.0 EversionMod scripts. To set, place one of the 0xE1 through 0xE8 tiles anywhere in your map.
Q: Can I have more than eight levels?No. Unfortunately, Eversion is hardcoded to have exactly eight levels. *This limitation is fixed starting with the release of 1.0 EversionMod scripts.
Q: Can I have less than eight levels?No. Unfortunately, Eversion is hardcoded to have exactly eight levels. *This limitation is fixed starting with the release of 1.0 EversionMod scripts.
Q: Why can't I name my map other than arean.map?Eversion is hardcoded to find exactly eight (nine if you count areaend.map) levels named arean, n=1 to n=8. *Starting with the release of 1.0 EversionMod scripts, you can now have an unlimited number of levels.
Q: Can I have a doom-cloud or blood-cloud in my levels?No. Unfortunately, I haven't cracked how the events layer works in evesion maps. *Starting with the release of 1.0 EversionMod scripts, you can now use the 0xFD and 0xFE tiles to do this for you.
Q: Why does Eversion say have I have a total of 240 gems in my levels when I really have less?The blank save file is to blame. Inside it has the original number of gems hardcoded. Everytime you delete your save.sav game, the blank save is copied over, and thus the number. *This bug is fixed starting with the release of 1.0 EversionMod scripts. As a consequence, the maximum number of gems is only counted per unlocked level.
Q: I added/removed some gems from one/many levels, and some gems are missing and/or Eversion crashes!You must delete save.sav before running Eversion. Eversion keeps track of what gems the player collects in a singular array. Adding or removing gems changes this array causes the array in the saved game to mismatch the current array, and therefore some gems you've previously collected reappear and other disappear. Or it can steal your rock collection.
Q: Why does the editor seem to use a lot of memory after a while?It's because of the undo/redo system. Each time you make a change to the map, a copy of it is saved on the history stack. After a lot of edits on a big map, the stack becomes huge. Theoretically, you can undo all of your changes to your map. Go ahead, try it (save first); you can redo back! Interesting to see all your work grow out of nothing, huh? Anyways, I'm also too lazy to implement a properties dialog with a cute little edit box telling the editor how many levels of undo you want. If the memory usage becomes a problem, just save and re-open your map; it should clear the history.
Q: What possessed you to create this level editor?First, I love this game. Just the feel and scare it had the first time playing really captured me. Second, and probably the most improtant reason, was because of the second version of Eversion released. I had already beaten the game, and was exploring the sixth level -- the level that sports the doom cloud, slowly moving camera across the whole entire level. I had accidentally discovered an eversion point almost 20 tiles left of the ending. Everting here causes the doom cloud to disapear, allowing you to go back and collect missed gems. Amazed by this, I traversed to the beginning of the level. However, somewhere along the way, the conditions were just right such that a bug appeared at the very left most of the level. This bug allowed me to continue everting backwards. From the seventh eversion, I everted back to the first eversion. Curious as I was, I wondered what another eversion would happen, as I was already at the very first eversion; there couldn't be any more eversion previous to this one. However, I was proved wrong as everting revealed an unseen eversion level 0. Unfortunately, I was unable to explore any farther as this froze the game. In awe, I swore to reveal the secrets! Then this editor happened!
Q: What! There's an eversion 0 and eversion -1?!Yes, there are. As far as I can gather, they are early prototypes of the game and for some reason, kept throughout release. You are unable to view these eversions under normal conditions, but they exist. In fact, it is because of this fact that I started this level editor. Note, these eversions crash at the sight of a goomba (i.e. any sprite that has its appearance changed throughout eversions).
| Index | Image | Description |
| 0x00 | Blank space | 0x01 | Grass |
| 0x02 | Earth | |
| 0x03 | Block | |
| 0x04 | Gem block | |
| 0x05 | Bricks | |
| 0x06 | Gem | |
| 0x07 | Water | |
| 0x09 | Tree | |
| 0x0A | Flower | |
| 0x0B | Cloud | |
| 0x0C | Rosebush | |
| 0x10 | Doom cloud; this tile is required when using the warp tiles 0x11 and 0x12 | |
| 0x11 | Upon passing this tile's x position, the player's y position is warped 120-20*eversionlevel tiles, where eversionlevel is 1 the happiest, and 8 is the darkest. Also acts as check point. | |
| 0x12 | If the player passes this tile's x position, the player's x position is set to 30. | |
| 0x13 | Checkpoint marker; upon passing this tile's x position, the player will respawn at this tile upon dying. | |
| 0x15 | Goomba | |
| 0x16 | Fake gemblock that warps the player to eversion level 7 on hit in eversions 6 and below. Attempting to get a gem out of this tile will crash eversion! | |
| 0x17 | The dreaded claw only available for eversions 5-8 | |
| 0x19 | Stony | |
| 0x1A | The dreaded claw available for every eversion | |
| 0x1D | Fake ending marker. Dissapears on the eighth eversion; prevents the screen from seeing past this flag on other eversions. Starting on 1.0 of EversionMod scripts, initiates the fake ending sequence. | |
| 0x1F | Eversion 7-8 gate. Displays how many gems the player collected at the start of the level. Allows the player to warp between the seventh and eighth eversions if he's at least 1 tile away from this tile and when all gems have been collected. | 0x20 | Eversion 1-2 gate. Allows the player to warp between the first and second eversions if he's at least 1 tile away from this tile. | 0x21 | Eversion 2-3 gate. Allows the player to warp between the second and third eversions if he's at least 1 tile away from this tile. | 0x22 | Eversion 3-4 gate. Allows the player to warp between the third and fourth eversions if he's at least 1 tile away from this tile. | 0x23 | Eversion 4-5 gate. Allows the player to warp between the fourth and fifth eversions if he's at least 1 tile away from this tile. | 0x24 | Eversion 5-6 gate. Allows the player to warp between the fifth and sixth eversions if he's at least 1 tile away from this tile. | 0x25 | Eversion 6-7 gate. Allows the player to warp between the sixth and seventh eversions if he's at least 1 tile away from this tile. | 0x26 | Eversion 7-8 gate. Allows the player to warp between the seventh and eighth eversions if he's at least 1 tile away from this tile. | 0x27 | End of level marker; allows the screen to pass this tile. Starting with 1.0 of EversionMod scripts, passing this flag will only initate the true ending sequence when there are no more levels found. |
| Index | Image | Description |
| 0xDE | Enables y-scolling for the level. By default the constraints are set to the default height of the screen. | |
| 0xDD | If y-scrolling is enabled, this tile sets one of the
y-maximum/minimum-constraints of the camera to this tile's y-position. Placing this tile at (0, 5) and another at (0, 22) prevents the camera from seeing above y=5 and below y=21 | |
| 0xE1 | Starts the level on the first eversion. | |
| 0xE2 | Starts the level on the second eversion. | |
| 0xE3 | Starts the level on the third eversion. | |
| 0xE4 | Starts the level on the fourth eversion. | |
| 0xE5 | Starts the level on the fifth eversion. | |
| 0xE6 | Starts the level on the sixth eversion. | |
| 0xE7 | Starts the level on the seventh eversion. | |
| 0xE8 | Starts the level on the eighth eversion. | |
| 0xFD | Passing this tile's x position warps the player to the fourth eversion, and creates a slow-moving wall of doom. | |
| 0xFE | Passing this tile's x position warps the player to the seventh eversion, and creates a slow-moving wall of blood. | |
| 0xFF | The player starting position. |