Loading Adventures Faster Editor
If missions are "Downloading Creations" and you want to speed up the download follow these steps.
Step 1: Select Galactic Adventures from the home screen
Step 2: Select Edit
Step 3: Pick the mission you want to play.
Step 4: The mission should download faster
Step 5: As soon as it loads the edit screen hit exit.
Step 6: Select Play
Step 7: Pick the mission you wanted to play.
Making A Invisible Roof Editor
If you want to make a roof that the camera will not mess up in or a player with jump/jetpack will get stuck in try making an invisible roof.
Step 1: Select any gate (not one you have in use).
Step 2: Rotate it using tab so it is flat.
Step 3: Position it so it acts as a roof. (don't worry if its not neat)
Step 4: Go into preferences and make it invisible from the dropdown menu
Tip 1: Test if it works by using a captain with a jump jet.
Tip 2: You can overlap gates, so make sure that everywhere is covered.
Tip 3: Add a roof on top of the invisible gate
1: If there is a gap the captain can get through and walk on the "roof",
Rotating The Camera In The Editor Editor
Step 1: Enter the adventure editor
Step 2: Use the < and> buttons to rotate the Camera
Same Creature with Different Behaviors Editor
Step 1: Select the creature you want to use (but with different behaviors)
Step 2: Hold control and drag it to the next empty box.
Note: It may appear as though you are just moving the creature but after you drop it, it should clone itself.
Step 3: Select the new creature preferences and change it as you wish!
Rating Adventures Gameplay
Step 1: Beat a adventure
Step 2: It will ask you to rate it.
Note: If you beat an adventure it should not as you to rate it again
Disguising Items And Invisible Items Editor
Step 1: Select an item (Key,gate,bomb...)
Step 2: Open it's preferences
Step 3: Select the drop down menu (Default is normal)
Step 4: Click Invisible or Disguise
Changing The Size Of Objects/Creatures Editor
Step 1: Select the object/creature
Step 2: Hold down shift and use the mouse wheel to zoom in or out.
Tip: On a mac you can use a 2 finger scroll and shift if you don't have a mouse.
Making Characters Stand On Vehicles Editor
contributed by Crimson522
Step 1: Select a Gate
Step 2: Disguise the Gate as a vechicle of your choosing
Step 3: Place cast members on your disguised gate, they should be able to stand on it without slipping off.
NOTE: It goes without saying that you can't make your disguised gate move around like a real vechicle so plan accordingly
Picking Up Items Gameplay
Step 1: Walk up next to the item
Step 2: Position the cursor to the item until it changes
Step 3: Click
Note: If the object is far away an you select it, your creature might get stuck in a wall.
Making A Flat Surface On A Planet Editor
Option 1: Select the Special bar then select "True Flat" and apply.
Option 2: Raise the terrain to the max (you can use raise all terrain) and it should become relatively flat.
Option 3: Use the canyon terrain tool that like this-> :=====:
Note: (Option 1) This can only be used for a small area
Entering Orbit Editor
contributed by stardragon231
Step 1. Set up a jump pad at a 45-degree angle, at max power.
Step 2. Jump on it.
You will be sent into orbit, unless something snags you. This can be useful if you want to give a player a high-speed, long distance transport system (you can zoom around the planet in about a minute and a half, plus, simply flapping the captain's wings or using the hover pack can stop you immediately).
Extreme Speed Boost Editor
contributed by stardragon231
Step 1. Set up a jump pad vertically, at max power.
Step 2. Walk into it.
Your captain will go insanely fast (there's nothing else in Spore that compares to these speeds) across a fairly long distance. Go over a hill, and you can end up in orbit.
contributed by stardragon231
Step 1. Set up some mines with very high damage in a circle of rocks (from the objects section).
Step 2. Disguise some explosive barrels as rocks.
Step 3. Put the explosive rocks around the rocks and mines.
Step 4. Get a meteor, size it to your preference, and use ctrl+drag to put it really high in the air.
Step 5. Put the captain where he can see it (but not be blasted by it, since he may enter orbit).
Step 6. Watch the show in test drive.
This works well if you don't want to go through the different effects to find a nice explosion.
Wandering Pack Editor
contributed by zomdi
Step 1. If you want to create the sense of a wandering pack make a copy of your creature that you want to have pack behavior.
Step 2. Be sure to name it something so you can tell it's the leader.
Step 3. Set it to wander in a wide area and then set the behavior the pack to follow the leader.
Note: Be sure that their awareness overlaps enough that you don't lose the pack but you may also want careful of clumping.
Note: If you set them to aggressive, you've got a wandering pack of predators. If you set them to wander on sight of the player, then it creates the sense they are trying to avoid you. You could probably also use this to create interactions between predators and prey on your planet. I tried setting it on flee, but it seems they can only flee if attacked?
Wandering Pack (Option 2) Editor
Another way to make a roaming pack without making a leader is to place one of the creature in question, and then set a patrol path for it. Then, copy the creature; the path will also be copied. If programmed to be a loop, move the final marker to the copied version. Repeat until you have enough creatures.
Stealth Mission Tip Editor
contributed by Damien519
Change enemy awareness between acts to make them swarm.
Say you want the destruction of a building to alert nearby enemies, cause let's face it, any big explosion is going to alert anyone nearby.
Step 1. In the previous act set a group of creatures with weapons to hostile and make sure they are all on the same team.
Step 2. Set enemies alertness low enough that an uncloaked player can sneak by them.
Step 3. Make that act's one objective the destruction of a building that the enemies are facing away from, and their alertness radius does not reach.
Step 4. Then in the next act crank up the enemies alertness to the max, so that it overlaps most of the land behind where the building once stood. It will seem like the explosion caught the attention of the nearby enemies and if the player is still close enough, they suddenly attack in mass.
Note: This only works if an act has only one objective. If it has more than one it won't work right.
Making A Creature Dead In Game Editor
You can make a creature dead without anyone attacking it.
Step 1: Select a creature.
Step 2: Open the creatures behavior
Step 3: Make the Health 0.
Making a Slide/Rapid Running River Editor
Step 1. Get several gates, and flip them at a flat angle, or in the case of a slide, 45 degree angle.
Step 2. Disguise it as a slide, or, in the case of a river, make it invisible and put the waterfall effect on it at the correct angle.
Jumping on it should cause you to slide down it
Unfinished Adventures Not Appear In Space Editor
contributed by Tukanon
If you're not finished yet with an adventure, make sure to lock the captain so you don't end up playing a unfinished adventure in space stage
Making A Crashed Spaceship (Option 1) Editor
Step 1. Select a building that looks like a space ship (there is a maxis one).
Step 2: Drag it into the editor and use tab to rotate it and control to push it into the ground.
Tip: To make it more dramatic add smoke effects and a crater.
Making A Crashed Spaceship (Option 2) Editor
contributed by benjee9
Step 1. Load a gate object.
Step 2. In the behaviors, set it from 'normal' to 'disguised'.
Step 3. Select the spaceship you want.
Step 4. Place the gate on the planet and rotate it so it looks like it is crashed. Then add some cool effects and boulders around the crash site!
Making NPCs enter non-hollow buildings (to give a sense of a "busy" town or city) Editor
contributed by Prometheus09
Step 1. Place a building or two. It has to have at least one door, obviously.
Step 2. Place a teleporter entrance in the doorway, slightly to the left side.
Step 3. Place the exit on the other side of the planet, or somewhere else the player won't see.
Step 4. At the teleporter exit, place a large cluster of mines, and have them respawn every 1-2 seconds.
Step 5. Place your creature somewhere in the town/village, and set them to Patrol. Set the end point to be at the teleporter. Give it a respawn of whatever time you like; short for a busy city, long for a quiet town.
Step 6. Now your creature will enter the teleport and give the illusions it's entering the building. When it gets to the other side, it blows up and dies. Then it will respawn later and do the same behavior.
For best effect, make the creature respawn somewhere where in the town where the player won't see them appearing out of thin air. Also, you can switch the teleporters around and make it appear as if creatures are also exiting the building. If you add a few of these setups, and do some random respawns of the creatures, it creates a fairly convincing sense of creatures moving to and fro in the town.
You can sit and watch the behaviors of the Doudepo villagers in my first adventure 'The Gods Have Six Legs'.
How To Open Advanced Behaviors Editor
If you want more control over the creatures actions try advanced behaviors
Step 1: Click on the behavior button (Advanced Behaviors for creatures)
Step 2: Control click (right click) on a behavior such as aggressive and peaceful.
Step 3: On the right a box will pop up with actions for the creature.
To find out more about advanced AI visit this page by MC:
- Epics are stronger than normal creatures, which are stronger than tiny creatures. I have seen epic creatures take half the damage they should from a weapon, and baby creatures take 4 times as much. I believe they deal more damage epic and less damage tiny. Also, spit from an epic drains energy. Helpful for visual? No, but it certainly can make missions easier/more challenging.
Easy Testing Of Missions
When testing your mission in the editor, you can do this to speed up testing:
-If you look at the objectives panel in the top-right corner of your screen, you'll notice two arrows on both sides of the act name. Click them to quickly jump between acts. You'll get moved to the location you had to complete the last objective of the previous act when you jump to any act.
-For in-act testing, simply click the icon in front of an objective to complete that objective. Note that you cannot do this with objectives that will auto-complete if the other objectives in an act are completed, such as defend-objectives.
Just some general tips:
-Hiding objectives can make an adventure more challenging and fun, but make sure it is obvious what the player has to do. Do not be ashamed of using such guides like arrows; if you have to trade some realism for improved gameplay, do it.
-Always assume your player has a captain with minimal abilities, IE: creature stage abilities, no fly, etc. If this limits you too much in your mission, at least explain minimal requirements in the mission description. You could, of course, also use a locked captain.
-Epic fights with 20,000 hp aren't difficult, they are boring and tedious. Try to make your battle challenging and fun in another way; for example, the battleground could be flooding with mines, or you have a time limit in which you must defeat the creature. Always remember there may be captains playing your adventure without special abilities; so it might be a good idea to scatter some grenades or powerups around.
-If there is combat in your mission, place some health powerups. Not all captains have health rechargers.
-Don't mind putting a lot of time in details. Players love details.
-Don't think you have bad humour. As long as your jokes aren't outright mean, you can just blame your creature. Schadenfreude and sarcasm work especially well.
This tip is theoretical but I'm sure it would work:
Advanced behavior for vehicles can be created by using a creature. Have the vehicle behavior set to follow and what ever stance you think it should have. The creature ai is then set to advanced and set up to behave how ever you need it to in relation to the act or other actors or the captain. Ideas can be: a navigation drone, a commanding officer, a mech leading a tank platoon etc... The captain can then give "orders" (holdable objects like keys) that will trigger a behavior such as "go to" location "x" (where x is a building, crate etc..) The vehicle will then follow the creature to the location.
You can even use a very tiny creature (animal, like a bug) to influence the vehicle with out the players knowledge.
This concept can be used on other actors as well. By taking advantage of the advanced behaviors properties you can create a complex series of events, like a Rube Goldberg set up that goes unnoticed (or noticed if you prefer) by the player to trigger a large variety of actions and events influenced by the Captain or other actors if needed.
This is a way to squeeze more game play and options out of an act without directly using goals.
interesting and very doable scenarios:
1. have the captain "control" a npc in a fight.
By having two or more items that when held by the captain the npc ai is set up to attack a specific npc with one object and withdraw to a location by the other object. You can even build upon this and get more complex. Such as having the withdrawing character activate the awareness or sight of a backup combatant that will now move into battle, and can also be influenced by the controlling objects.
2. Remote detonated bomb.
Don't want to trigger an act to get this effect? then try this. Set a mine make it invisible or disguised set a npc to move over the mine when the captain picks up a specific object. Make the npc very small so it goes unnoticed or hide it behind scenery. If you have wandering animals in the scene just use one of those. When your inconspicuous npc runs over the mine, boom! But it will appear the captain triggered it with a remote. There are a lot of variations to this, experiment.
3. Order a soldier to lead and drop a gun turret off at a location of your choice.
Soldier must have two hands and the priority of his ai is very important. The gun turret can be another npc or a vehicle (another npc would allow more options). 1st the turret follows a "beacon" object. Then have the npc pickup and hold the beacon. This will make it so the turret follows the npc. The npc can hold another object. This object will be your orders object. Lets say you have a choice of red zone, blue zone, and green zone "orders" based on the key objects. hand the color key ...say..blue zone to the npc. The npc has it in his ai that when holding the blue key he needs to go to a specified object, such as a blue flag. When he gets to the blue flag have it set in his ai to drop the beacon when he is aware of the blue flag (again ai order is important so experiment). This will make it so the turret stays at that location. The npc's ai can also have an order after the drop beacon that makes it so he moves back to a staging area.
You can get much more complex than this but I'm sure this will get you thinking.