Post by Deleted on Jul 15, 2014 14:24:25 GMT -5
As I was signing up for the Milk wars, I noticed there were quiet a lot who don`t know how to make the play-scenes, so I`ve smocked together a tutorial..
-Hope it will come in handy
1) Overwriting Play-scenes
2) Non overwriting Play-scenes
___________________________________________________________________________________
1) OVERWRITING PLAYSCENES:
- Open the room in question in LNZ pro.
- Click the + to the left of BMP in the left menu.
- Click scene name, ex. Attic.
- Click ´Edit` in the menu on top, for then to scroll down, and choose ´Save to file`, and save the file in your images.
- Leave LNZ Pro for the time being.
- Move on to your saved image (back drop).
- If you did not get the option as you were saving it, I recommend changing it from bmp to png.
- Open the image (back drop) in your graphics program (Photoshop, Paintshop pro, Gimp) and do your thing.
- Save your file, and leave the program.
- Change the image (back drop) back to 256 bmp. The best way of doing that, is by using a free-ware program named Ifranview. Link & further details are to be found in the Clinique.
- Go back into the LNZ pro, and open the scene in question.
- Click the + by BMP, and follow up by the scene name in the left menu.
- Click ´Edit`, only this time, you choose ´Replace from file instead`, and replace the currant image with the one you just made.
- Leave LNZ Pro.
- Open the room in the game, and look for elements that don`t have your design. Ex: The windows, closets/cabinets, coach, fireplace, mirror, fridge & the sink.
- Open the scene in Tinker.
- Choose the first option from the appearing menu, for then to click the + beside the first option in the side menu, before you click the following file-name, and the respective element from the room will show up.
- Is this one of the unchanged items? If so, save it, and fix it according to your scene image in your graphics program (after you`ve saved all the wrongs).
- Lock the scene, and re-open it, for then to follow up by doing the same procedure with the next thing on the list.
- When you`re done changing all the respective elements in your image editor, you re-place them by opening them in turn like you did before, only this time, you choose ´Replace` for then to put in your changed element instead.
NB: These do not have to be in bmp format.
- When this is done, leave Tinker, and open the room in your game again. This time around, it should be all fine.
- Beginners tip: Start with the Attic, alternatively the Playroom . Those are by far the easiest rooms to handle.
Good luck!
_______________________________________________________________________________________
2) NON OVERWRITING PLAY_SCENES:
Non overwriting scenes are referring to areas that`s being added to the game without affecting the ones that`s already there. These scenes can be additional versions of the default areas or a whole new area. But remember; The non overwriting scenes only work with Petza.
The process of making these scenes are not that much different than for the overwriting. Sooo, here we go again:..
- Open Play-scenes in the LNZ Pro.
- Copy & Past one of the existing scenes.
When making a new area, I recommend using the Attic, alternatively the Playroom as they are by far the easiest areas to deal with what getting rid of the existing design is concerned. I use nothing but the Attic, unless I`m including an animation/moving object (such as the TV-set in the scene I made for the Birthday contest). I`ll be using the Attic throughout this tutorial.
- Re-name the appearing scene to the name of your choice.
- Open the scene, and click the + by ´String list`, for then to click 63.
- On the appearing list, scroll down to where the original scene name is listed 3 times in a row, and change the first two to your name. -NOT the 3rd.
- Then, you click the + by ´RCData`, for then to click the upcoming number.
- This will open up a list looking like this:
- Area_Attic
....Sprite Name______________Area Attic
....Display Name_____________Attic
....Breed ID (as number)_____5000
....Breed ID (as hex)________8813
....Tag______________________5
- Change the Display name to your scene name
- Change the Breed ID (as hex) to a number that`s not being used.
(Ex. By using the numbers following 5050, 5051, 5052, etc, you should have a set of working numbers that shouldn`t be colliding with either mine or Dani`s (DRN)).
- Leave the LNZ Pro.
- If you are making an extra of a default area, the process is the same as for the overwriting scenes from here on out.
This part, is only for new areas
- Open the scene in Tinker, and click the first thing (Closet) on the appearing list, for then to click the + by ´Entire Area`, and save the appearing image by clicking the Export button.
- Open the image in your graphics/image editing program without closing/leaving Tinker.
- Erase the image, so you are left with a blank square, witch you are saving.
- Go back to Tinker, and re-place the image with your empty square (by clicking the Import button, for then to look up your image before double clicking it).
- Save, close & re-open the scene, and open the next thing on the list (Closet buttons).
- Re-place the existing image with the empty square, before you save, close, re-open, and do the same with nr. 3 on the list (attic windows), -both locked and open state.
- Leave Tinker.
- Open the image you`ve chosen for the scene, and make your changes.
Remember to include the following when you choose and/or edit the image (back drop):
- The size has to be 1024 x 768 pixels.
- The area in front, where the babyz move, has to be flat and free for obstacles, or it will be pretty weird in the game.
- Here`s an example of the kind of pics I prefer working with:
- After resizing the image to 1024 x 768, you cut out a good chunk of the top (sky), and move the remaining part of the image up, so that the empty field is in the bottom instead.
Then you carry on with the decor that`s making the open area in front by drawing it yourself, expanding it by using copy/past, or whatever`s working for you.
- What`s great with a pic like this, is that you can easily modify the coloring to it becomes more ´yours`. (Personally, do I usually flip, cut this & add that before I`m done).
- When you are pleased with the result, leave the graphics program.
- Open the image in Ifranview (freeware, witch link you`ll find in the Clinique), and change its format to bmp (256).
- Open the scene in LNZ Pro, and replace the existing image with the new one like I explained in the tutorial for the overwriting scenes.
- Save, leave LNZ Pro, and open the game.
Enjoy your new area
-Hope it will come in handy

1) Overwriting Play-scenes
2) Non overwriting Play-scenes
___________________________________________________________________________________
1) OVERWRITING PLAYSCENES:
- Open the room in question in LNZ pro.
- Click the + to the left of BMP in the left menu.
- Click scene name, ex. Attic.
- Click ´Edit` in the menu on top, for then to scroll down, and choose ´Save to file`, and save the file in your images.
- Leave LNZ Pro for the time being.
- Move on to your saved image (back drop).
- If you did not get the option as you were saving it, I recommend changing it from bmp to png.
- Open the image (back drop) in your graphics program (Photoshop, Paintshop pro, Gimp) and do your thing.
- Save your file, and leave the program.
- Change the image (back drop) back to 256 bmp. The best way of doing that, is by using a free-ware program named Ifranview. Link & further details are to be found in the Clinique.
- Go back into the LNZ pro, and open the scene in question.
- Click the + by BMP, and follow up by the scene name in the left menu.
- Click ´Edit`, only this time, you choose ´Replace from file instead`, and replace the currant image with the one you just made.
- Leave LNZ Pro.
- Open the room in the game, and look for elements that don`t have your design. Ex: The windows, closets/cabinets, coach, fireplace, mirror, fridge & the sink.
- Open the scene in Tinker.
- Choose the first option from the appearing menu, for then to click the + beside the first option in the side menu, before you click the following file-name, and the respective element from the room will show up.
- Is this one of the unchanged items? If so, save it, and fix it according to your scene image in your graphics program (after you`ve saved all the wrongs).
- Lock the scene, and re-open it, for then to follow up by doing the same procedure with the next thing on the list.
- When you`re done changing all the respective elements in your image editor, you re-place them by opening them in turn like you did before, only this time, you choose ´Replace` for then to put in your changed element instead.
NB: These do not have to be in bmp format.
- When this is done, leave Tinker, and open the room in your game again. This time around, it should be all fine.
- Beginners tip: Start with the Attic, alternatively the Playroom . Those are by far the easiest rooms to handle.
Good luck!
_______________________________________________________________________________________
2) NON OVERWRITING PLAY_SCENES:
Non overwriting scenes are referring to areas that`s being added to the game without affecting the ones that`s already there. These scenes can be additional versions of the default areas or a whole new area. But remember; The non overwriting scenes only work with Petza.
The process of making these scenes are not that much different than for the overwriting. Sooo, here we go again:..
- Open Play-scenes in the LNZ Pro.
- Copy & Past one of the existing scenes.
When making a new area, I recommend using the Attic, alternatively the Playroom as they are by far the easiest areas to deal with what getting rid of the existing design is concerned. I use nothing but the Attic, unless I`m including an animation/moving object (such as the TV-set in the scene I made for the Birthday contest). I`ll be using the Attic throughout this tutorial.
- Re-name the appearing scene to the name of your choice.
- Open the scene, and click the + by ´String list`, for then to click 63.
- On the appearing list, scroll down to where the original scene name is listed 3 times in a row, and change the first two to your name. -NOT the 3rd.
- Then, you click the + by ´RCData`, for then to click the upcoming number.
- This will open up a list looking like this:
- Area_Attic
....Sprite Name______________Area Attic
....Display Name_____________Attic
....Breed ID (as number)_____5000
....Breed ID (as hex)________8813
....Tag______________________5
- Change the Display name to your scene name
- Change the Breed ID (as hex) to a number that`s not being used.
(Ex. By using the numbers following 5050, 5051, 5052, etc, you should have a set of working numbers that shouldn`t be colliding with either mine or Dani`s (DRN)).
- Leave the LNZ Pro.
- If you are making an extra of a default area, the process is the same as for the overwriting scenes from here on out.
This part, is only for new areas
- Open the scene in Tinker, and click the first thing (Closet) on the appearing list, for then to click the + by ´Entire Area`, and save the appearing image by clicking the Export button.
- Open the image in your graphics/image editing program without closing/leaving Tinker.
- Erase the image, so you are left with a blank square, witch you are saving.
- Go back to Tinker, and re-place the image with your empty square (by clicking the Import button, for then to look up your image before double clicking it).
- Save, close & re-open the scene, and open the next thing on the list (Closet buttons).
- Re-place the existing image with the empty square, before you save, close, re-open, and do the same with nr. 3 on the list (attic windows), -both locked and open state.
- Leave Tinker.
- Open the image you`ve chosen for the scene, and make your changes.
Remember to include the following when you choose and/or edit the image (back drop):
- The size has to be 1024 x 768 pixels.
- The area in front, where the babyz move, has to be flat and free for obstacles, or it will be pretty weird in the game.
- Here`s an example of the kind of pics I prefer working with:

- After resizing the image to 1024 x 768, you cut out a good chunk of the top (sky), and move the remaining part of the image up, so that the empty field is in the bottom instead.
Then you carry on with the decor that`s making the open area in front by drawing it yourself, expanding it by using copy/past, or whatever`s working for you.
- What`s great with a pic like this, is that you can easily modify the coloring to it becomes more ´yours`. (Personally, do I usually flip, cut this & add that before I`m done).
- When you are pleased with the result, leave the graphics program.
- Open the image in Ifranview (freeware, witch link you`ll find in the Clinique), and change its format to bmp (256).
- Open the scene in LNZ Pro, and replace the existing image with the new one like I explained in the tutorial for the overwriting scenes.
- Save, leave LNZ Pro, and open the game.
Enjoy your new area
