BUILDING & PLAYING CUSTOM LEVELS
In Enigmo 2 you aren't limited to just playing the 50 levels that come with the game. The game has a built-in Level Editor which allows you to create your own games that you can share with others to play. As we receive custom games from users like you, we'll post them on our web site for everyone to download:
Please note that in order for your Custom Game files to be considered for posting on our site, they must be playable and reasonably professional looking. To submit your custom game file for posting on our site, please send an email to firstname.lastname@example.org.
To start a new game using a Custom Game file that you've already created or have downloaded from the internet, all you need to do is launch Enigmo 2 and then select PLAY GAME from the menu screen. Next you'll select PLAY CUSTOM GAME which will then ask you to select the custom game file. Once you have selected the file the game will load it and start playing it. (Note: Custom Game files end in the suffix ".e2gm")
When you play a Custom Game and you save your progress after winning a level, the Saved Game file contains all of the Custom Game data. That means that even if you lose or throw out the original Custom Game file, you can still continue to play that Saved Game because all of the level data is still in there. So, to continue a saved game just go to PLAY GAME in the menu screen and then select CONTINUE SAVED GAME.
Creating Custom Games is much like playing a game except that you have access to all of the parts that exist in Enigmo 2, not just the Dynamic parts that you normally use when playing a game. When you build a custom level, you build the entire puzzle including the solution. When you click the Save Levels button at the bottom of the screen the program scans the level and builds the inventory list based on the number of and types of dynamic parts that it sees. If you want to give the player extra parts to play with just drag them into the level and put them anywhere. As long as they're there, the program will see them when it scans the level, and those parts will be shown to the player in their inventory when they play your game. When you click that Save Levels button, all of the custom levels that you have made (up to 50 per Custom Game) are saved into the .e2gm file.
To get started creating a new Custom Game, select EDIT CUSTOM GAME from the menu screen. If you're creating a new game file then select CREATE NEW, or if you want to continue editing an existing game file then select EDIT EXISTING.
Once you get into the Level Editor you will see several new buttons and icons. The most obvious will be the Static Parts palette:
The Static Parts palette contains all of the various structural parts needed to build a level. The functions of all of these parts are described on the Parts page of this instruction manual. There is generally no quantity limit on these parts - you can plop down as many them as you want (within reason, of course). However, there are some exceptions:
1. The more parts you put down, the more of a performance hog the game will become. If you go crazy with parts then your game may only work on very fast Macs.
2. You can only put down 1 of each type of Switch part.
3. You can only put down 1 of each type of Force Field Door Key, but you can put down an unlimited number of Force Fields Doors. For example, you can put down 7 green force field doors, but you can only have 1 green force field door key "hoop". That one hoop will deactivate all of the green force field doors when a droplet or laser goes through it. The same goes for the Shields and Shield Tubes.
5. There can only be two of each color of Teleporter. If you have just 1 blue teleporter in a level then nothing will happen because the game needs a second blue teleporter for the droplets or lasers to come out of. You cannot add a third blue teleporter. Same for the red teleporters.
Similarly, in the editor you can put down an almost endless number of Dynamic parts. The one exception is the Magneto Sphere part. You are limited to 10 of those in any given level.
In the bottom left corner of the screen you will see three buttons:
|Click this to save all of the levels to the current Custom Game file (.e2gm).|
|These are the Previous Level and Next Level buttons. Click them to change the levels.|
|USEFUL TIP: To skip by 10 levels at a time, hold down the Tab key when you click the Previous Level or Next Level button.
To Exit out of the Editor, first click the Save Levels button to be sure your work is saved, and then press the ESC key to get to the Pause menu where you can choose to bail out.
Two other new buttons you'll see in the editor are the Undo and Re-do buttons that will appear from time to time. These buttons let you undo and redo edits you've made to the level.
In the Level indicator at the top of the screen you will notice two small up/down arrows next to the level number. Click on these arrows to change the current level's placement in the game. If you are currently editing Level 10 and you click the down arrow it will change the level to be Level 9. Don't worry, the old Level 9 is still there, but it got bumped up, so it's now Level 10.
To set the Bonus value for the level you simply click on the digits in the Bonus frame. Each time you click a digit it will go up by one. If the digit is 9 when you click on it then it wraps back to 0.
Copy / Paste
You can Copy & Paste levels by using the C and V keys. Press the C key to Copy the current level into a buffer. Then when you want to Paste that into another level, just press the V key.
You can Copy & Paste levels between different Custom Game files. So, if you want to copy Level 5 from your file JohnsLevels.e2gm into a different file named MarysLevels.e2gm then you would do the following:
Note: When you Paste a level, it overwrites any existing level layout that was there.
©2006 Pangea Software, Inc. All Rights Reserved
Enigmo is a registered trademark of Pangea Software, Inc.