I made up a small Things to Know about the Sound Shapes Level Editor:
Some of this stuff might be obvious to you or irrelevant, but these were things I've discovered when playing around with the editor that wasn't obvious at first and that I think are important or interesting.
- If you want to test parts of your level, just move the spawn point around to the screen(s) you want to test. (This is incredibly obvious but apparently some people don't consider this so I've included it.)
- Clicking R2 allows you to change the form of a shape, continuing to click R2 will allow you to select different corners.
- The directional pad can be used for more precise placement of objects.
- You can cut screens and paste them multiple times, but be careful there isn't any bleed over from another screen or else it will get caught in the cut!
- Boxes can be sent through elevators but this may destroy gravity on them. (Not a reliable error.) Also, a box trigger does not have to be on the same screen as the box. Door triggers are not the only thing that can interact with boxes, a box can also be used to bash someone in the head.
- If you are creating a level music first don't forget that many objects include sounds of their own that you will have to incorporate into your song.
- Sounds will appear two screens on all sides of a screen. If your level requires someone to go back a few screens you will have to take the new notes into account.
- When creating a level, don't forget to block off the screens that you don't want people to go to with well placed blocks. (There may be better ways of cutting people off, but I haven't found any.) You can also put death traps or something like that if you want to get creative. Just remember that players are going to try anything and everything in your level and you don't want to see some of the awkwardness that might lay outside the areas you've worked on.
- Some objects will always be on top of others. The order of normal surfaces is sticky > normal > death trap. Some other surfaces will always lay on top of normal surfaces, like vines. Others usually go beneath them. Otherwise, objects prefer the order they've been placed in. Newer background objects will cover older ones, and flowers will chime in the order you put them on the screen.
- Undo is select + L1, Redo is select + R1. This is in the help menu but not in the tutorial so is NOT READILY APPARENT.
- Creatures cannot stand on all surfaces. (Things fall through vines, etc.) They also have difficulty standing on angled surfaces (which sometimes creates hilarious situations.)
- Some objects contain MULTIPLE TYPES of object that you can get to by "stretching" it. For example, the poster background decoration in Corporeal has posters with several different types of images on them. The moons in D-Cade are not simply moons.
Some of this stuff might be obvious to you or irrelevant, but these were things I've discovered when playing around with the editor that wasn't obvious at first and that I think are important or interesting.