Frogedit guide!
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frogedit got ALL the features for making a game level like the ones that u play!
its needed, of course. that u try the game first or u wont understand anything.


to change between the various placing modes just click the big buttons on the right.
choose your current object from the listbox under it.

all objects have a 25x25 grid.

left click places the current object and right click will remove them,
only the location with highest number can be removed with right click.

new placed objects are always placed on the bottom.. objects will be correctly sorted in game anyways.


code locations - used for explosion line making
obstacle tiles - frog will collide with these (cant be walked on)
floor tiles - simply floor tiles to decorate the areas
objects - all other various objects (goal,buttons,lazer etc.)

* = can only have 1 of this object

place frog - let you move the frog's starting point, right click to turn default direction.
remove all - remove ALL objects, even preplaced walls.
nxt level's - set options for what next level you can continue to play after reaching the selected place.
load level - removes all objects and adds all objects and codes from the level you loaded
delete code - clears the code lines
dual code - saves the current code lines as *.ftlt2 so that can make a double running set of triggers

conditions - you can make the code lines here to go to a specific line if u for example die (basic code, not a dual one)
save - saves the level as a playable file (need both files *.ftl & *.ftlt (*.ftlt2 if its a dual code))


the triggers\code lines:

the code is rendered from top to bottom, when it reaches bottom it loops back to the top,
code loops define how many lines of code that can be run on a single frame,
if you have 15 lines without wait, and only 9 code loops, it will first run 9, then the last 6 one frame after.
the more code loops you have, the more memory the game takes, and the more risk for lagging on slower computers.
the game runs in 50 frames per sec, so each frame is 20 milliseconds.

the wait and explosion location number need 3 digits or it wont work for example '001' or '026'
special triggers (top) will use the explosion location value on triggers ending with ":"
all triggers other than wait will make the location explosion value go + or - with the X number
(for faster explosion triggers and custom lazer turning)

wait - makes the code brake for a value of frames
explosion 'type' on location '###' - will make the specified explosion on the specified location
'text msg - modify to 'your text here and this will write out the text on screen
-instant text - modify to -your text here and that text will be displayed
(255,025,000 - modify numbers to set the current text color
*sound\custom.any - modify to your music file and it will play the song on loop (plays mod and mp3)
set lazer angle - change the current angle of circle lazer (0-360)
unlock doors - opens all the lazer-like doors
reloop - make the code lines jump to a specific line
stop triggers - make all the triggers stop running
change codeloops - change the number of code loops
playsound - plays one of the premade .mp3's with a number
frog move - emulates a user move (001-up 002-down 003-right 004-left)
set ball angle - fireball direction (0-32) (0=right 16=left)

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that should get you started with some awesome level making ;)
make sure u send ur best levels to me!
sww@swolf.tk
