diff --git a/Level-Editor-Guide.md b/Level-Editor-Guide.md new file mode 100644 index 000000000..ff12869d8 --- /dev/null +++ b/Level-Editor-Guide.md @@ -0,0 +1,300 @@ +# How to use the Level Editor + +> If you are looking for how to **package your levels and worlds as Add-Ons** so you can submit them + to our Add-On manager, go [here](https://github.com/SuperTux/supertux/wiki/Add-ons#packaging-addons)! + +Beginning Steps +=============== + +Upon opening the level editor you have the option to open an existing world/levelset or create one of your own. +For this guide we will start fresh and create a new one. + +Select `Create World` and enter a name and description for your new world. The description is optional so if you +are unsure what to write, just skip it and select `OK`. + +![](images/editor/create_world.png "Creating a new world") + +Now you can begin to create your first level (or worldmap). + +## Contents + +### For making Levels +1. [Setting up your Level](#Setting-Up-Your-Level) + * [General Tools](#General-Tools---Tile-Mode) +3. [Tiles and Tilemaps](#Tiles-And-Tilemaps) + * [Tilemaps](#Tilemaps) +4. [Objects and Badguys](#Objects-And-Badguys) + * [Using Doors](#Using-Doors) + * [Using Info Blocks](#Using-Info-Blocks) +5. [Adding a Goal](#Adding-a-Goal) +6. [Secret Areas](#Secret-Areas) +7. [Using Pathnodes](#Using-Pathnodes) +8. [Ambient Light](#Ambient-Light) +9. [Scripting](#Scripting) + +### For making Worldmaps +1. [Setting up your Worldmap](#Setting-Up-Your-Worldmap) +2. [Using Teleporter](#Using-Teleporter) +3. [Using Sprite Change](#Using-Sprite-Change) + +--- + +Setting Up Your Level +===================== + +You are now presented with a snowy background and a lot of empty space. + +On the right you see the Tile Select, Object Select and your general tools. On the bottom you will find several +means to edit the level sector. + +General Tools - Tile Mode +------------------------- + +In Tile Mode you cannot interact with objects at all! It is active as long as your are in one of the tile categories. + +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/select-mode0.png?raw=true) + The **Red-Selection** is the most basic tool. It allows you to place single tiles. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/select-mode1.png?raw=true) + The **Green-Selection** allows placing multiple instaces of a tile or group of tiles by holding the + left mouse button. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/select-mode2.png?raw=true) + The **Fill-Bucket** lets you fill an area with the selected tile. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/rubber.png?raw=true) + The **Eraser** simply removes tiles from your level. + +To access the **Green-Selection** or **Fill-Bucket** tool you have to click on the **Red-Selection** tool to swap between the three! + +General Tools - Object Mode +--------------------------- + +In Object Mode you cannot interact with tiles at all! It is active as long as your are in one of the object categories. +To configure an object's properties simply right-click on the object you wish to configure. + +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/arrow.png?raw=true) + The **Selection** tool is used to select objects from your level. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/rubber.png?raw=true) + The **Eraser** simply removes objects from your level. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/move-mode1.png?raw=true) + The **Duplicator** can be used to duplicate an object on the spot. + +To access the **Duplicator** tool you have to click on ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/move-mode0.png?raw=true) +and vice versa. + +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/path_node.png?raw=true) + The **Pathnode** tool allows drawing pathnodes for moving objects, see [Using Pathnodes](#Using-Pathnodes). + +Unlike the other tools you only find the **Pathnode** tool under `Objects` → `Environment`. + + +Tiles And Tilemaps +================== + +Let's make a basic level. First, click on `Tiles` in the top-right and select a category of your choosing. + +Select the tile you would like to use by clicking on it. You can select multiple tiles at once by holding the +Left-mouse button and dragging your mouse over the tiles you want to select. Your selection is now displayed +besides the cursor, moving across the grid. By left-clicking you can place them now as many times as you want. + +**Note: By right-clicking on a tile inside your level, you can copy it. This can save you time if you don't want to +frequently switch back and forth between categories.** + +Tilemaps +-------- + +To have Tux be able to stand on your tiles you need to place them on a solid tilemap. + +A tilemap is where all tiles of a level are drawn. They help organizing your tiles and allow for using multiple layers. +You can add a tilemap through the `Sector` category in the Objects menu. The default solid tilemap is marked `0` in +the bottom bar. You can edit pre-existing tilemaps by right-clicking on their icon. + +![](images/editor/tilemap_layers.gif "The three default tilemaps for levels") + +Every newly created level comes with three tilemaps by default. One for background elements, one for foreground elements +and one for solid ground. Their marked number is defined by their Z-postion. If the Z-position is set to 50 or below, the +tilemap is behind Tux; otherwise it is in front of Tux. The default background tilemap is marked `-100` and the default +foreground tilemap is marked `100`. + +In the tilemap settings you can change their size, solidity, Z-position, as well as the color of the tiles themselves using RGBA +values (Red, Green, Blue, Alpha). + +You can also use tilemaps to darken or brighten tiles. Add a new unsolid tile map and set the alpha value to a number +between 0 (0%) and 1 (100%). Under the `Unisolid + Lightmap` category of the Tiles menu you find tiles best suited for this. + +If you enable `Following path` and reselect the tilemap, you will see a small gray circle at the top-left corner of the tilemap. +You can now click and move the tilemap around as well as have it move. See [Pathnodes](#Using-Pathnodes) for more info! + + +Adding Objects And Badguys +========================== + +Now that you have build your level, let's take a look at how to place objects, such as enemies, moving platforms, +ladders, script triggers, and more. While in **Object Mode** you cannot interact with tiles! + +First, click on `Objects` in the top-right and select a category. Upon placing an object you can edit some of their +properties by right-clicking on the object. + +**Note: You cannot interact with objects while in Tiles Mode!** + +Using Doors +----------- + +For a door to work properly you must first define a destination. This is done by adding another spawnpoint and naming it. +Now everything left to do is enter the names of the sector and the spawnpoint you want to Tux to go when using the door, +et voilà! + +![](images/editor/how_to_door.png "Define destination for doors") + +Using Info Blocks +----------------- + +Info Blocks can be given messages, such as explanations. Right-click the info block to add a message. The first character +of a paragraph can be used for formatting. This character will not be displayed in the actual message: + +- A hash `#` is usually used for normal text. +- A hyphen-minus `-` is used for headlines. +- An exclamation mark `!` alongside an image path `images/...` displays the image in the text. +- An asterisk `*` displays the text blue and centered. +- Space makes the text small. + +--- + +Adding A Goal +============= + +Every level requires a goal to be finishable! + +For an area to be defined as a goal we will make use of the **Sequence Trigger** which is found in the `Environment` +category of the Objects menu. Place one around something like a goalpost and make sure its sequence is set to `end sequence`. + +![](images/editor/making_a_goal.png "Making a goal with Sequence Triggers") + +The sequence trigger on the right is used to prevent Tux from walking further right and out of the igloo. For that simply +place another sequence trigger and set its sequence to `stop Tux`. + + +Secret Areas +============ + +The usage of secret areas is a good way to encourage exploration in your level. + +There are many ways to set up secret areas in SuperTux. The most common one is a place hidden behind a wall +which is revealed once the player enters it. For that you will need to add a new tilemap and give it a name! +Next you can find the secret area trigger under `Environment` in the Object menu represented by a green +square near the bottom. + +Once you placed your secret area trigger, make sure it covers the area you wish to turn into a secret area. +Last but not least, right-click the secret area trigger and enter the name of your tilemap that will cover +the secret area to insure that it will fade away when found! + +![](images/editor/secret_area.png "Making a secret area covered by a tilemap") + + +Using Pathnodes +=============== + +Pathnodes are used to form a path for platforms, coins, tilemaps etc. to move on. + +To do this, select the object and click with the **Pathnode tool** on the small gray circle on its top-left. If you now +click anywhere else in your level, you will draw a new path node between it and the last node you selected. For coins and +tilemaps, make sure you have `Following path` enabled! + +You can find the tool under `Environment` in the Objects menu as a red arrow pointing to the right. + +![](images/editor/drawing_pathnodes.png "Drawing Pathnodes for a moving platform") + +After setting up your pathnodes you can now edit each node’s properties by right-clicking each individual node. + +![](images/editor/pathnode_properties.png "Properties of a pathnode") + + +Ambient Light +============= + +To use things like lanterns, magic blocks or anything else that can emit light and have it shown, you must darken the +sector beforehand. Right-click the lightbulb icon next to your tilemaps and define the sector's ambient light using **RGBA**. +Give each value a number between 0 (0%) and 1 (100%). + +![](images/editor/ambient_light.png "Defining RGBA values of the ambient light object") + + +Scripting +========= + +Scripting allows for much more dynamic elements to be used in level creation. Scripts are written in **Squirrel** and +can be triggered in many different ways: + +- A common one is the **Script trigger** object. It marks the area in which the script will be executed with a pink + square and can be resized as desired. The script gets triggered when Tux enters this area. +- If you wish to execute a script immediately after entering a sector you can do that with the **Initialization script**. + You will find it in the settings of your sector. Mind you, the script will also be executed every time you restart from + a checkpoint in that sector! +- Badguys may also serve as a way to use scripts. Each badguy can be given a **Death script** that is executed upon + the enemy's defeat. This method is commonly used for Bosses, for example `sector.Tux.trigger_sequence("fireworks");` + for the Yeti Boss in Icy Island. +- Other prominent methods for scripts are buttons/switches, picking up powerups or running into Will ’O’ Wisp. + +**For a list of commands that can be used in scripts, take a look at the [scripting reference](https://github.com/SuperTux/supertux/wiki/Scripting_reference).** + +--- + +Setting Up Your Worldmap +======================== + +Back in the level menu of your world you can click on `Create Worldmap` to start working on a worldmap. + +You are now presented with a tilemap that is filled with dark blue tiles, representing the ocean. We recommend you to +change the tileset in your worldmap settings from `worldmap.strf` to `ice_world.strf` as it grants much more diverse +and fleshed-out tiles. + +![](images/editor/change_tileset_wm.png "Changing the tileset of a worldmap") + +Worldmap creation works similar to level making. The biggest difference stems from the objects which there is only +a small amount. Instead of Badguys, Moving Platforms and Blocks you only have Leveldots, Teleports, Special Tiles +and Sprite Changer. + +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/worldmap/common/leveldot_red.png?raw=true) + A **leveldot** allows the player to enter a predefined level from the worldmap. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/worldmap/common/teleporterdot_1.png?raw=true) + A **teleporter** moves Tux from one place to another in an instant. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/worldmap/common/messagedot.png?raw=true) + A **special tile** can be used to initiate scripts or show messages. +- ![](https://github.com/SuperTux/supertux/blob/master/data/images/engine/editor/spritechange.png?raw=true) + A **sprite change** lets you change Tux's appearence on the worldmap when touched. + + +Using Teleporter +================ + +The teleporter is set up similarly to a door in a level. First, you need an additional spawnpoint for where you want Tux to +teleport to and name it. Then you enter the name of the spawnpoint in the teleporter's settings. You can also select a target +worldmap, if you want it to teleport Tux to a completely different worldmap. + +Enabling `Automatic` will cause it to teleport Tux instantaneous upon touching the teleporter. + + +Using Sprite Change +=================== + +For a simple sprite change select the sprite you want Tux to change into and make sure `Change on touch` is enabled. + +To have something like a boat present on your worldmap you must also enable `Initial stay action` and name the **stay action** +and **stay group**. For the boat, simply name both of them `boat`. + +![](images/editor/define_boat_wm.png "Setting up a boat for a worldmap") + +Note: Do not forget to add another sprite changer that does change the sprite back to Tux if the sprite change is only meant +to be temporary! + +--- + +**For more information on how to design levels and aspects such as badguy/objects behavior etc. we recommend the following:** + +- [Level Design](https://github.com/SuperTux/supertux/wiki/Level-Design) +- [Badguys](https://github.com/SuperTux/supertux/wiki/Characters#Badguys) +- [Objects](https://github.com/SuperTux/supertux/wiki/Objects) + +See also +-------- + +- [Level Format](https://github.com/SuperTux/supertux/wiki/Level-Format) +- [Sharing Levels](https://github.com/SuperTux/supertux/wiki/Level-Editor#Sharing-Levels) diff --git a/Level-Editor.md b/Level-Editor.md index a71575d8f..18dc1c186 100644 --- a/Level-Editor.md +++ b/Level-Editor.md @@ -1,11 +1,20 @@ -## Editor Tutorials +The built-in **Level Editor** provided by the game is a great and easy way to make your own levels and worldmaps which you +can share separately or as Add-ons with the community. -There are various videos on the internet documenting the use of the built-in level editor. This is a list of some of the useful ones. However, due to the nature of the internet this list is probably incomplete. You're always welcome to add new ones! +There are various guides on the internet documenting how to use the level editor. We have provided a list of several +video and text based guides (as well as our own) for you to check out if you are in need of help. You're always welcome +to contribute your own, too! -Markdown-based: -- [0.6.0 Guide](https://github.com/Ordoviz/wiki/blob/master/Editor-Guide-0-6-0) by Ordoviz +**Note: Some of these may be incomplete or out-dated and it is out of our hands whether the author will provide an update +or not!** + +### Text Tutorials + +- [Official Guide](https://github.com/SuperTux/supertux/wiki/Level-Editor-Guide) by SuperTux Team +- [v0.6.0 Guide](https://github.com/Ordoviz/wiki/blob/master/Editor-Guide-0-6-0) by Ordoviz + +### Video Tutorials -Videos: - [Basic Tutorial](https://www.youtube.com/watch?v=gsuKAy18iWo) by brmbrmcar - [Advanced Tutorial](https://www.youtube.com/watch?v=drwLEYo8EVQ) by brmbrmcar - [Basic Tutorial (Part 1/2)](https://www.youtube.com/watch?v=mhSNateb4nI) by Oliver Buo @@ -14,15 +23,26 @@ Videos: - [Advanced Tutorial (Part 2/2)](https://www.youtube.com/watch?v=UoaGDuBax6E) by Oliver Buo - [Expert Tutorial](https://www.youtube.com/watch?v=lL3oZbPfw08) by Oliver Buo +--- + ## Sharing Levels -When you finished creating a level or even more, it is possible to share it with the SuperTux community. +When you finished creating a level or even more, it is possible to share your creations with the SuperTux community. + +Upload your work to the SuperTux Forum or share it on our Discord Sever. You can also create your own Add-on for the +game by submitting it to our Add-on Manager! + +You can find the respective links [here](https://github.com/SuperTux/supertux/wiki#for-level-designer). + +### Getting The Relevant Files + +You can find your levels at `C:\Users\YOUR-USERNAME\AppData\Roaming\SuperTux\supertux2\levels\YOUR-LEVELSETNAME\` on Windows, +`~/Library/Application Support/SuperTux/` on macOS or `/home/YOUR-USERNAME/.local/share/supertux2/levels/YOUR-LEVELSETNAME/` on Linux. -### Getting the Relevant Files +There should be some files called `level1.stl`, `level2.stl` and so on, depending on the number of levels you have created. +Those files contain the actual levels you created. -You can find them at `C:\Users\YOUR-USERNAME\AppData\Roaming\SuperTux\supertux2\levels\YOUR-LEVELSETNAME\` on Windows or `/home/YOUR-USERNAME/.local/share/supertux2/levels/YOUR-LEVELSETNAME/` on Linux. -There should be some files called `level1.stl`, `level2.stl` and so on, depending on the number of levels you have created. Those files contain the actual levels you created. -If you created a worldmap, there will also be a file called `worldmap.stwm`. That file stores the content of the worldmap. +If you have created a worldmap, there will also be a file called `worldmap.stwm`. That file stores the content of the worldmap. ### The `info` File @@ -37,16 +57,16 @@ Another file should be called `info` without any file ending. It contains the fo ) ``` -| Property | Description | -| -------------------- | --------------------------------------------------------------------------------------------------------------------------------- | -| `title` | The name of your add-on that will be displayed to players. This can be translated with a `.po` language file. | -| `description` | A short description about your add-on. Write a short summary. This can be translated with a `.po` language file. | -| `levelset` | Use `#f` if you created a worldmap and `#t` if you didn't. | -| `hide-from-contribs` | If this is set to #t, your levelset won't show up in-game. This should only be used internaly in SuperTux, so just leave it `#f`. | +| Property | Description | +| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------- | +| `title` | The name of your add-on that will be displayed to players. This can be translated with a `.po` language file. | +| `description` | A short description about your add-on. Write a short summary. This can be translated with a `.po` language file. | +| `levelset` | Use `#f` if you created a worldmap and `#t` if you didn't. | +| `hide-from-contribs` | If this is set to `#t`, your levelset won't show up in-game. This should only be used internaly in SuperTux, so just leave it `#f`. | ### The `.nfo` File -Every add-on needs an `.nfo`-file which looks like this: +Every Add-On needs an `.nfo`-file which looks like this: ``` (supertux-addoninfo @@ -59,20 +79,26 @@ Every add-on needs an `.nfo`-file which looks like this: ) ``` -| Property | Description | -| --------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| `id` | The ID of your worldmap. You are only allowed to use letters, _ (underscore) and - (minus). To avoid having two add-ons with the same ID, call it `yourname_name-of-your-worldmap`. The `.nfo` file should be named after your ID. | -| `version` | If you updated your worldmap, count up. Only whole numbers are allowed, so don't set it to 1.1 or something. | -| `type` | Use `world` or `worldmap` if you created a worldmap and `levelset` if you didn't. | -| `title` | The title of the worldmap. | -| `author` | Your name/nickname. | -| `license` | Leave it like this to allow sharing and modification of your worldmap. | +| Property | Description | +|-----------|-------------| +| `id` | The ID of your worldmap. You are only allowed to use letters, `_` (underscore) and `-` (minus). To avoid having two add-ons with the same ID, call it `yourname_name-of-your-worldmap`. The `.nfo` file should be named after your ID. | +| `version` | If you updated your worldmap, count up. Only whole numbers are allowed, so do not set it to 1.1 or something. | +| `type` | Use `world` or `worldmap` if you created a worldmap and `levelset` if you did not. | +| `title` | The title of the worldmap. | +| `author` | Your name or nickname. | +| `license` | Leave it like this to allow sharing and modification of your worldmap. | -### Creating the Add-On Structure +--- -To have a working add-on, you will need to structure it similar to the structure described below. -Note that if some directory or file is placed between brackets, like `[worldmap.stwm]`, those brakets are **not** part of the filename. They indicate that this is optional and only necessary in some cases. -`[...]` means that there can be some files, but we won't specify a name or file extension here. +### Creating The Add-On Structure + +To have a working Add-On, you will need to structure it similar to the structure described below. That way you can also +replace or add game assets of your own without causing compatibility issues with other Addons (or even Story Mode) that +do not have these assets available. + +Note that if some directory or file is placed between brackets, like `[worldmap.stwm]`, those brackets are **not** part +of the filename. They indicate that this is optional and only necessary in some cases. `[...]` means that there can be +some files, but we won't specify a name or file extension here. ``` ├── [images] @@ -90,20 +116,32 @@ Note that if some directory or file is placed between brackets, like `[worldmap. └── YOUR-WORLDMAP-ID.nfo ``` -Put all graphics in an `images/` directory, all sounds in a `sounds/` directory and music into a `music/` directory, as shown above. -To help you properly structure and plan this, you can take a look at the structure for such files used within SuperTux. You will find this at `C:\Program Files\SuperTux\data\` (Windows) or `/usr/share/supertux2/` (Linux). -But be careful, as the file locations in the levels must match the directory structure you create. +Put all graphics in an `images/` directory, all sounds in a `sounds/` directory and music into a `music/` directory, +as shown above. + +To help you properly structure and plan this, you can take a look at the structure for such files used within SuperTux. +You will find them at `C:\Program Files\SuperTux\data\` on Windows or `/usr/share/supertux2/` on Linux. But be careful, +as the file locations in the levels **must** match the directory structure you create! + + +### Compressing Add-Ons As A `.zip`-Archive + +Select the levels-directory, the `.nfo`-file - and if you added additional content - those directories and compress +them as a `.zip`-file. + +Now the player can simply save this file in `supertux2/addons/` and enable it in-game in the "Add-ons" menu by checking +the checkbox. -### Compressing the Add-On as a `.zip`-Archive -Select the levels-directory, the `.nfo`-file - and if you added additional content - those directories and compress them as a `.zip`-file. +### Uploading The Add-On -Now the player can simply save this file in `supertux2/addons/` and enable it in-game at the "Add-ons" menu by checking the checkbox. +Now you can upload your file. We recommend creating a new topic at the [Levels & Add-ons forum](https://forum.freegamedev.net/viewforum.php?f=69). -### Uploading the Add-On +Describe your worldmap, and add one or two screenshots, depending on the number of levels you created. Then attach your +.zip-file to the post. *Caution: Files larger than 2MB in size cannot be uploaded there.* -Now you can upload your file. We recommend creating a new topic [at the Add-ons forum](https://forum.freegamedev.net/viewforum.php?f=69). Describe your worldmap, and add one or two screenshots, depending on the number of levels you created. Then attach your .zip-file to the post. *Caution: Files larger than 2MB in size cannot be uploaded there.* +--- ## Questions? Problems? -Do you still have questions? Or do you experience any problems? Just contact us and ask. +Do you still have questions? Or do you experience any problems? 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