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The Magic Seal Editor Documentation:

This is the documentation for The Magic Seal Editor. This file contains important information that will help make the editor easier to use, and make you more productive. Refer to this file, whenever you are having difficulties using the editor.

Starting the editor
Click on "Build a Room" in the start Menu, the editor will open

When the editor starts, it opens a new empty room for you to start. The interface is really simple.

Here is a quick overview of the important options..

New: Creates a new empty room (you can work on more than one room at the same time)
Save: Saves the current room to a file
Load: Loads a room from file and opens in the editor
The File menu also has the last 4 rooms you opened. This comes in handy if you want to reopen a room you are currently working on...

Copy: Copies the currently selected cell into the editor memory
Cut: Cuts the currently selected cell into the editor memory
Paste: Puts the cell in the editor memory into the currently selected cell
Undo: Undo the last operation you did. Useful if you just made a mistake!

These are the usual operations you find in all windows programs... If you know how to use Windows, you will find the editor really easy.
Now comes the 2 most important operations when you are using the editor...

1. The Try button in the toolbar is used to try the room you have done in the game. To try a room you do the following

a. Left click on the spot where you want the prince to start the room in.
b. Click try. Notice that the locations of the current cell are copied into the edit boxes. Click Ok to try the room

This is important. You don't PUT the prince in the room, just like you put everything else. This is logical, because this room can be in the middle of a huge castle. It is pointless to PUT a prince in the room. Instead, you try putting him in different places. you click on the spot where you want the prince to start, and click try.
To actually determine the place where the prince will start in the whole castle is a step that we will cover later, when we build a whole castle.

Note: the Try feature is disabled in the shareware version

2. Right clicking!
This is the single most important feature you are going to use when dealing with the editor. Right clicking on the map is equivalent to pasting. So, after copying a cell, you right click and hold the right mouse button down, and move around. This is like using a brush to draw on  the room. Be sure to try this feature now, because it is the most important feature in the editor, and it makes life really so much easier.

The Cell Properties Dialog

Having had a look at the editor itself, we now turn our attention into the cell definition dialog. This is the dialog in which you define how the cell looks like. At first sight, it looks complex. But this is just an illusion, here we explain how it goes step by step...

As you can see, the cell definition dialog is decomposed into 4 independent parts. Each part sets a certain property for this cell... The 4 parts are the color, the surface, the door, and the objects in the cell. Don't panic, it is much easier than it looks like...

1. Color: This is the easiest thing. Here you choose the color of the cell. This has no effect on the puzzles themselves. Simply choose the ground you want from the 14 available ones. Your current selection will be shown in the small box to the right.

2. Surface: This is where you choose the type of the surface. Does it have a conveyor belt? a sliding gate? a switch? and so on... Simply, click on the surface you want, depending on the surface, more options may become active...

a. If it is a switch: The "Select from the map" button becomes active. Click it to choose the target of the switch. When you click it, you return to the map, click once on the target for the button.
b. Again, if it is a switch, the state becomes "Open Target", or "Close Target". Choose the behavior you want for the switch.
c. If it is a sliding gate, you get the options of making it open or close. Choose the state you prefer.
d. If it is a blue conveyor belt, or an orange conveyor belt, you choose the ID of the conveyor belt. What this means is that blue conveyor belts of ID 0 control all the orange belts of ID 0. Blue conveyor belts of ID 1 control all the orange CBs of ID 1, and so on... You have 5 different IDs to work with (i.e. you can create 5 groups of independent blue CBs/Orange CBs pairs. Don't worry if this is not very clear right now, it will become clearer after you start using the editor).

3. Door: This is easy. Select the color of the door you want. Remember that the colored doors, open using a gem of the same color, whilst silver doors open using a switch. So, if this is a colored door, remember to put a gem of the same color somewhere, or if it is a silver one, remember to put the switch to open it. (or close it). You can also choose whether the door is open of close.

4. Object: The last property you have to set, is the object in this cell. If the cell does not have a hole, this becomes simple, just click on the object you want to appear in the cell. Some properties will appear on the right side, set them for this object. The three options, are Direction, State and Frame

a. Direction: Some objects have a direction. Like monsters, and laser turrets. Set a direction for them using this combo box. Some objects don't have a direction (like boxes). This combo box will be disabled in this case.
b. State: Some objects also have a state. Like laser turrets. They can be on or off. Or Elevators, they can be Going Up, or Down, or not working. Choose the state for the object you choose
c. Frame: Ignore these for now. They are not essential. Once you really grasp how the editor works, have a look at the advanced section below for a description of this one.

If you want to add a hole, click on the "Cell has a hole" radio button. Notice that a list box, and an edit box will appear. Enter the depth of the hole you want, and click generate.

In most cases this is enough. If you are interested in adding contents to the hole (like a hole with a spike in it), click on the appropriate position in the list box at the far left, then click on the object you want to add. This may become clearer after using the editor for a while.

Summing Up

So, to sum up all what we have learned, here is a quick summary..
To build a room, the steps are...

1. Start a new empty room...
2. Double click on a cell, and use the cell definition dialog, to define the shape of the cell.
3. Copy it (using Ctrl+C, or from the menu)
4. Press and hold the right mouse button, to draw this cell, in all the places you want. (Using the mouse as a brush).
5. Double click on another cell to define it, and so on...
6. Click once on the square you want the prince to start at, and click try in the toolbar.

If any of the steps above are not very clear, try to use the editor for a while, and then read the above again. It is easier than it looks!!

Advanced Topics

The reader is recommended to go ahead and try the editor now. The topics below are advanced, and it is recommended that you skip them on first reading. Return to this part only when you are really good at using the editor, and you want to know how to do any of the following techniques...

1. Sliding Gates

These are the gates that automatically open and close at specified intervals. You will find them under the "surfaces" part in the cell dialog. There are two types of them. One type is the manual type. This is triggered by a switch. There is nothing tricky about those.
The trick comes to the automatic type. They open and close automatically at specified intervals, but how do you specify the interval. It is easy. You put the interval in the
SurfaceY edit box (the one to the right) below the surface images directly. A value of 50 means approximately one second. It is best to experiment with different values, and see which one works best with the room you are developing.

2. Frames

What does the frame field do for the objects? This field is at the bottom right of the cell dialog. The purpose of this field is just aesthetic. Remember in the game where there were many apples next to each other? They didn't all float at the same time. They danced together in some sort of a wave! (try the sample file "Never", watch the row of apples to see this in action). To create the same effect, give each apple a different frame value. For example the first is 0, the next is 5, the next is 10, and so on... This will create the effect you saw in the game. If all of them are set to 0. They will all move up and down together, which is not as beautiful!

3. blue square

You may have come across the hollow blue square in the object images (Image number 40 in the list, just after the elevator). This is some sort of invisible wall. It is not drawn in the game, but it just blocks the way. Remember the dark room in the shareware version? it was created using this invisible wall

4. elevator

Adding an elevator to your room is a little tricky. There are certain rules you have to follow for the elevator to work...
the rules are...

1. The elevator must be in a cell which has a depth of 4. If you put an elevator in a cell whose depth is not 4, it will not work (the prince will just walk over it and nothing will happen).
2. The elevator has to be in the first hole position (click Hole:1 and choose the elevator)
3. The 3 spaces below the elevator have to be filled by that invisible wall we just described above (see number 3 above). In each of the 3 slots, put the invisible wall (index number 40), for the elevator to work

If you want to see this in action, check sample room "Shareware - row 4 column" (double click on the elevator cell to see how it works).

Specifying the destination of the elevator is another story! This step takes place, when we are joining the rooms together. It will be discussed when we talk about the joiner later...

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