Use the → menu item to start editing an existing level or use the → menu item to start editing a new level.
If you choose a System level, you are warned that you will have to save it in one of your own games. Otherwise, the default is to save the level back where it came from, but you can vary that.
The picture below shows the edit toolbar, which appears when you first choose or options from the menu and so change from Play to Edit mode. It disappears when you go back to Play mode. Note also that, in Edit mode, false bricks and hidden ladders are made visible in the playing area.
The three icons on the left of the edit toolbar have the same actions as the , and menu options. The other eleven icons are for editing and painting objects in your level.
From left to right the other eleven icons are Name/Hint (light bulb), Erase (background), Hero, Enemy, Brick (can dig), Concrete (cannot dig), Trap (also known as a false brick or fall-through brick), Ladder, H Ladder (hidden ladder), Bar (or pole) and Gold. The graphics for these icons, except for the light bulb, are copied from whatever KGoldrunner theme you are using.
The Name/Hint icon pops up a dialog in which you can create or edit your level's name and hint. Both are optional, but they are essential for tutorial levels and it is usual to provide them with very difficult levels, such as in Championship games (see the “Vengeance of Peter W” game).
When you click on one of the other 10 icons, the mouse becomes a “brush” that paints that icon. Initially the brush is set to “brick”.
You paint either by pointing and clicking the Erase icon and draw with that.
mouse button, to place a single object in a square, or by holding the mouse button down and dragging the mouse, to fill a line or area, such as a long ladder, a large block of bricks or a concrete floor. Painting stops wherever you release the mouse button. If you make a mistake, you can use the mouse button to erase it, or you can select theThe hero icon works differently, because there can be only one hero. When you paint the hero, he moves from his previous position to wherever you release the mouse button.
When you have finished painting, save your work using the disk icon or the → or → menu items. You must always save into your own games, never into the System games.
If you are creating a level, you use the Select Game dialog to assign it to a game and level number. You use the same dialog if you have been editing a level, but the default is to save it where it came from. You can change the game and level, to get a “Save as...” effect. If you have been editing a System level you must save it as a copy in one of your own games.
On the Save version of the Select Game dialog is a button marked . You can use this to put the finishing touches on your level by adding a name and hint. Both are optional, but they are essential for tutorial levels and it is usual to provide them with very difficult levels, such as in Championship games (see the “Vengeance of Peter W” game). Of course you can also use the Edit Name/Hint icon, at any time, to add or edit a name and hint.
After saving an edited level, you can test it by using the → menu item or the equivalent keyboard shortcut. By default the game and level number are remembered and you can get straight into the level with just a few clicks. If you then want to edit some more, the same is true when you use the → menu item again. It is essential to test every level you compose, to make sure that it is possible to complete it and that it is not too easy.