Stealth Bastard: Level Editor Tutorial
Stealth Bastard: Level Editor Tutorial
TABLE OF CONTENTS
By now, you’ve probably played through a few levels of Stealth Bastard (but if you haven’t, you should go and do that right now!) and want to create some
fiendish, addictive levels of your own. This tutorial will introduce you to all the editor features you’ll need to recreate a simple example level – and hopefully
start your creative juices flowing!
Level Overview
The above screenshot shows an overview of the completed tutorial level – you may find it useful to refer back to this as you work.
Start by opening up the game and clicking Make Levels from the main When you right-click somewhere on the screen in the level editor, a menu
menu. will appear. This menu is context-sensitive (meaning that it changes based
on what you have selected), and takes two basic forms: the main menu
and object menus.
When you right-click in a blank space in the editor, you’ll bring up the
“main menu”, which applies to the level as a whole. From here you can set
the properties for the level, create new objects and access the save/load
features of the editor.
To set properties for individual objects, you’ll need to first select them with a
left-click, then right-click over them to bring up their “object menu”.
You’ll open up the Level Editor and be presented with a new, blank level.
To keep your workspace clutter-free, all the game objects, tiles and menu
options are contained in a context-sensitive menu, which you can bring up
with a right-click.
Let’s save our level before we go any further. From the main menu, go to
File Save Level (or just press Ctrl + S) and the editor will request that you There are a few things worth noting here.
give your level a name. Let’s call this level “Tutorial” (you can always
Firstly, you might notice that the Help panel, in the top-right corner,
change this name later via Set Level Name).
has changed to reflect that you have an object selected. The
keyboard shortcuts listed here will come in handy for manipulating
your object! (If the Help panel gets in your way, you can hide it by
pressing H on your keyboard.)
Secondly, you’ll see that in addition to the Help panel, an Info panel
has appeared. This Info panel summarises the various properties of
your selected object – useful as a quick reference. (You can hide
the Info panel with I).
Make sure your first collision block is selected (it should be highlighted in red Note that the gap between the 128 x 48 block and the 560 x 16 block is 3
– if it isn’t, left-click on it to select it), then set its width by right-clicking on it grid squares wide (48px) – this will be important later.
and selecting Set Width. Type in “288” and hit enter. Similarly, set the
height to 144 through Set Height. Click and drag your resized block into
the lower left-hand corner of the level as shown in the picture below (note
that it protrudes beyond the bottom of the level a little bit, but the top, left
and right sides align with the grid).
You’ll see two yellow squares appear: these are the platform’s nodes.
Similarly, create the end point for the level through New Logic Object
End Point and set the colour to blue.
IMPORTANT TIP: Note that this is the first time we’ve encountered an
instance of multiple objects (the platform and its nodes) overlapping
each other in the editor. If you find you’re not selecting the object
you intend when you try to click on it, you can hold down the Alt key
on your keyboard to “select through” objects. The Alt key also has
the effect of pausing moving platforms when pressed and held.
Right-click on your new switch and go to Link Object 1 to link it to the first
node. You’ll see a yellow link line appear, terminating in a yellow circle over
the linked object. The “1” in the circle indicates that the node is now linked
to the switch’s “Object 1” property.
Then, go to Link Object 2 and link the switch to the second node.
At this point you may want to test your level out – save it by pressing Ctrl + S
(you should be doing this regularly!) and test the level by pressing F1. Your
moving platform should start off at the top node, and move down to the
bottom node on the first flip of the switch. The second flip of the switch
should move it from the bottom node back to the first, and so on. Press F1
again to return to the editor.
Security cameras on their own aren’t much of a threat to the player – they
need an object to trigger. Create a laser beam above the light (New
Hazard Laser Beam), Set its Rotation to point straight down (270) and
The light used here is an “area light” (New Light Area Light), with a radius make it Start Off. Then right-click on the camera and choose Set Target
of 128 (Set Radius). I’ve also made the light green through Set Colour. Object to set its target object as the new laser beam. The camera will now
trigger the laser if it sees the player.
When placing lights in the editor, it can be useful to check how effective
they are by right-clicking in an area and selecting Tools Check Player
Visibility. We want to make sure the player can’t sneak past this area
unseen, so ensure that the player is FULLY visible when they pass below the
light.
Create a pressure switch using New Level Object Pressure Switch, and Create a New Level Object Moveable Block and a New Level Object
Link its Object 1 as the light. Now, as long as something (the player, a Door, placing both above the pressure switch as shown below.
moveable block or an enemy) is pressing the switch, the light will remain off.
I’ve also added a green “decorative light” (New Light Decorative Light)
below the pressure switch to make it stand out, and to hint to the player
that the switch affects the green area light. The easiest way to choose a
style for your decorative light is to first select it, then browse through the
different available styles using the scroll wheel.
Set the door to Horizontal so the moveable block can sit neatly on top of it.
(You should create some new collision blocks around the moveable block,
too, to get your level to look like the overview screenshot – these are to
prevent the player from bypassing your moving platform.)
Terminals can do more than just open the level exit – they can trigger
objects, too. Create a Moving Platform as shown below (the top node
needs to be the first one – ensure that its “Position in path” is 1) and Set both
nodes to Off. Then, from the terminal’s object menu, choose Set Target
Object and select the first node. This means that when this terminal is
hacked, the linked platform will move from the first node to the second
(where it will stop).
Create a new Laser Beam and set up an Invisible Moving Platform as shown This is where invisible switches come into play – since switches can be linked
below, ensuring the node on the left is the first node (so the laser starts to up to four objects, we can use them to trigger multiple events in
pointing straight down). Leave both nodes on, but set the platform itself to response to a single player action (such as hacking a terminal). You can
Start Off, and set the Pause Time on both nodes to 10 frames – so that even chain switches together for particularly complex designs.
when the platform is turned on, the laser beam will pause briefly at each
node. Create a new Switch, then Set it to Invisible. Link it to the object the
terminal is currently linked to: the first node of the visible moving platform.
Next, set the laser to point in the direction of the invisible platform (Link Next, link it to the invisible moving platform guiding the laser (be careful to
Moving Platform Direction). I’ve also added some pink decorative lights link to the invisible platform itself, and not to its nodes – take note of the
to indicate to the player where the laser will be pointing when it pauses. floating tooltip that appears when you’re placing the link).
(This is an easy thing to check in the editor once the laser’s direction is
linked to the platform – just click on a node and the laser will swing to point
at it.)
Then, change the terminal’s Target Object to this new invisible switch.
Next we’ll create some portals, which are available from New Level Object
We want to turn the first node on and off again at regular intervals, so we’ll
Portal. Set the Target Portal of the left-hand portal to the right-hand
create a timer object via New Logic Object Timer. Set the timer to
portal, so the robot will be teleported back to the right when he reaches
Repeating, and Set its Timer Period to 160 frames. Then, Link it to the first
the left portal.
node of your moving platform. The buzzsaw should now bounce quickly
Close off the portals to the player by creating some New Level Object between the nodes a few times (five times, if you’ve left a gap of one grid
Containment Fields. These are similar to collision blocks, except that they space between the nodes as I have), then pause at the top node for an
only affect the player; the robot will be able to walk through them without interval. Place another terminal just below the second node for the player
a problem. to quickly(!) hack during the buzzsaw’s pause interval.
I’ve also Linked my invisible switch to the panel, so that when the first
terminal is hacked, the panel will disappear, clearly indicating to the player
where to go next in the level.
I’ve made some simple background “panels” by using the tiles shown
below. (Refer to the overview screenshot to see an overview of the style
I’ve gone for.)
Once your tiling is done – that’s it! You’ve completed the Stealth Bastard
Level Editor Tutorial. Now that you’re familiar with the tools in the editor, you
can create some levels of your own design and upload them to the Stealth
Bastard level repository via File Upload Level, so that others can play and
rate them.
Trigger Areas
AND Gates are used to trigger a
single target object when a number of
conditions are fulfilled. For example, you
Trigger Areas can trigger a target object when the player steps into might want to create a door that only opens
them. Unlike Checkpoint Triggers, which are always One Shot (meaning after two separate switches have been triggered. To do this, you would
they can only activate once: the first time the player steps into them), need to create an AND Gate, set its Target Object to the door, then Link
trigger areas can be Set to One Shot or Persistent (the latter meaning they the two switches to the gate. Once both switches are pulled, the door will
will trigger their target object every time the player steps into them, not just open.
the first time).
Sunlight
Camera Triggers