Reggie Interface

This tutorial will help you understand how Reggie works, and will explain what the various buttons and options in the editor do. Click any of the red areas of the image below to open the related tab.



The canvas contains all the level elements rendered as where they will be in the game. Select an item by clicking on it. Select a group of items by clicking and dragging across an area. Click and hold any selected items to drag them around the screen. Right-click on the canvas to paint any selected item from the palette tab.

At the bottom is information such as : On the right is also a handy zoom slider, with buttons to set it to minimum, default and maximum size.
 * Mouse position (both measured in tiles and pixels)
 * Elements under the cursor (if pointed over them)
 * Amount and type of selected elements (if selected), along with additional data related to them.

 The palette is a window that contains all the elements you can add to your level. It is a fully customizable window, meaning you can dock/undock it, resize it, put it as a tab along with the level minimap, but also close it completely. It consists of 8 tabs, explained below, which you can scroll between by using the arrows.



The map shows a preview of your level, and allows you to quickly move through it by clicking on the map. It is a fully automatic window, as it updates itself to always be the best possible size for whatever you have in your level. It's also a fully customizable window, meaning you can dock/undock it, resize it, put it as a tab along with the palette, but also close it completely.



The toolbar is an essential collection of functions you might need while using the level editor. Every item in the toolbar has a keyboard shortcut, and a descriptive tooltip. The first set of buttons is fundamental for level editing : Next up are the zoom buttons. They are incredibly handy for getting a better perspective on large chunks of your level, or for adjusting elements very delicately : The next five buttons control visibility. Selecting or deselecting these options will control which elements you can see on your canvas. For more in-depth explanation as to what these elements are, please refer to this page. The last options are :
 * New File : Creates a new level.
 * Open Level by Name : Allows you to choose from any level from the original game. This option is useful for getting a feel as to how to design your levels, and for looking up references.
 * Save : Saves the current level.
 * Level Screenshot : Allows taking a screenshot of the current area. You can choose between Current Screen, All Zones or a specific Zone.
 * Cut : Cuts the currently selected elements. Please note you cannot cut entrances, paths or locations.
 * Copy : Copies the currently selected elements to the clipboard. Please note you cannot copy entrances, paths or locations.
 * Paste : Pastes the elements in the clipboard into the canvas. Please note that if the copied elements would result offscreen once pasted, they will all be jumbled at the edges of the current canvas screen, so make sure to have the proper zoom level when pasting.
 * Zoom to Maximum : Sets the zoom to the highest possible level.
 * Zoom In : Zooms in.
 * Zoom 100% : Sets the zoom to the default value.
 * Zoom Out : Zooms out.
 * Zoom to Minimum : Sets the zoom to the lowest possible level.
 * Switch Grid : Turns on/switches the type of grid. The grid is extremely useful to align elements properly. There are two types of grid : one is made of outlined white squares, the other is made of semi-transparent squares.
 * Show Layer 0/1/2 : Toggles viewing of Layer 0/1/2 tiles.
 * Show Sprites : Toggles viewing of sprites.
 * Show Locations : Toggles viewing of locations.
 * Area Settings : Opens the area settings window.
 * Zone Settings : Opens the zone settings window.
 * Background Settings : Opens the background settings window.
 * Area Selector : Allows switching between different areas of the level.

Area Settings
This window allows modifying the settings for the current area, such as tilesets, the timer, the starting entrance and other things. You can choose the tileset for each slot by selecting one of the four suites and choosing the tileset you'd like to use. You can also use a custom tileset by typing its name in the text box at the bottom. For further information, please refer to this page.



Zone Settings
This window allows modifying the settings for the zones in the current area. Each zone is a tab. Create and delete zones by clicking New and Delete. There are several options : Dimensions controls its position in the canvas, Rendering and Camera controls settings such as lighting, camera tracking, zoom and layer 0 behaviour, Bounds controls the screen scrolling, while Audio controls the played music and the echo. For further information, please refer to this page.



Background Settings
This window allows modifying the backgrounds for each zone in the current area. Each zone is a tab here as well. Backgrounds can be not be deleted or added, as every zone requires one. There are two types of backgrounds : Scenery (codenamed bgA) which is in front and Backdrop (codenamed bgB) which is in the back. You can set up to three backgrounds for each category, but in reality you can only set one once or multiple times. Other options modify the scrolling speed, zoom and positioning. For further information, please refer to this page.



 The drop-down menus contain a huge amount of useful options, along with the hotkeys that you can use to call them. There are 5 different menus, which you can scroll between by using the arrows.



The quick paint tool is a recently added feature which allows to paint ground tiles really quickly. It's a bit buggy, but should work for day-to-day usage. Like the other windows, it is fully customizable, meaning you can dock/undock it, resize it, put it as a tab along the others, but also close it completely.

Before painting any tile, the tool needs a preset, which is a set of tiles like in the image above. To make one, select each required tile in the palette tab, then left-click to place it in the preset. Repeat this for all the required tiles. Optionally, it's possible to save the preset by clicking Save.

Next, press Paint to be able to paint tiles (this will be noticeable by the fact that the pointer will have 4 squares around it in the canvas). Right-click to start painting, and keep the button pressed until the terrain has the desired shape. Once the button is released, the area marked by coloured squares will turn into terrain, based on the given preset. You can add tiles by repeating the process, or you can press the Paint button to disable quick painting and return to normal editing. You can also press Erase and do the opposite process, in order to remove extra unneeded tiles.



The island generator is a somewhat hidden tool that can be used to paint tiles quickly. It is not very user-friendly, and has been superseded by quick paint. Like the other windows, it is fully customizable, meaning you can dock/undock it, resize it, put it as a tab along the others, but also close it completely. The options are the following:
 * Width/Height : The island's desired width and height (in tiles)
 * Layer : The island's desired layer (more details on layers here)
 * Tileset ID : The tileset's slot (equals to the tileset's tab in the palette)
 * X/Y Interval : These set whether the tool should split the island in multiple pieces and how often (for example, a value of 1 on both will paint the entire island as individual tiles, it's recommended to leave these as 0)
 * 9 Numbers : These define which tiles will be used for painting the island. Each option represents a portion of it, and the number equals to the tile's object (to find out what a tile's object is, hover the pointer over it in the palette tab). Most of the time, the default values should suffice.
 * Copy to Clipboard/Place : Copy the resulting island in the clipboard or place it in the canvas directly.

