Character scaling
Scrolling
Importing a file as the walkable area mask
Animating background scenes
Lighting effects
Exact palette import
The reason why you have multiple colours available for the walkable areas is because you can set a zoom level for each colour, which defines how large the character will be while he is in that area. The default for all walkable areas is 100%, ie. full size. However, you can adjust it using the "Walkable Areas" mode to anywhere from 10% (one-tenth size) to 200% (double size).
The scaling settings effect all CHARACTERS in the game, but not objects. You can disable the scaling for an individual character by checking the "ignore scaling" box in that character's properties.
To create a scrolling room, just import a scene that is larger than 320x200. For example, 500x200 is a good size for Lucasarts-type rooms. When you import the scene, a message box will appear asking you what resolution the picture is drawn for - this is because the picture could either be a scrolling room at 320x200, or a single non-scrolling screen at 640x400. So, with a 500x200 room you would click the "320x200" option.
That's all you have to do. Draw on the walkable areas, hotspots and so on, as normal, and then save the room. The screen will follow the main character around.
TIP: You can also have scrolling hi-res rooms. Just import a scene which is larger than 640x400.
To use the feature, click the "Import Mask" button in the relevant mode of the Areas editor. There are some restrictions to how this file must be drawn: it must be the exact same size as the background scene (but in the 320x200- resolution), and it must be in 16-colour (4-bit) or 256-colour (8-bit). Then, colour 0 on the bitmap signifies transparency and colours 1-15 are used as the respective hotspot/walk-behind/walkable area numbers. For example, if you have a 640x400 hi-res background scene, the mask bitmaps must be 320x200 size.
IMPORTANT: Do NOT use any colour numbers above 15 on the mask bitmap. Use only palette indexes 0 to 15.
How it works is this: Each room can have from 1 to 5 backgrounds. Normally, each room just has one background. However, you can import up to four extra backgrounds in each room, and if you do so then the game will cycle through them, giving the effect of animation.
This gives two main advantages - you can animate the entire screen, and due to the way the engine works, it doesn't slow down the game at all. To import a second background for a room, load the room into RoomEdit, then go to the Room Settings pane, and click the "Animating Backgrounds" button. A screen appears, which lists the current backgrounds for the room. To import a new background, click "New frame". To delete a background, click the "Delete" button on the relevant row. That's all there is to it. To leave the background editor, click OK.
You can adjust the speed of the animation by changing the "Animation delay" textbox. Smaller number means faster animation, and the default is 5.
NOTE: All the background scenes must be the same size.
NOTE: (256-colour only) All scenes are mapped to the palette of the first scene - this should not be a problem, but if you use very different colours in the different frames, you may need to fine-tune the graphics.
This feature could be useful if, for example, you have a street lamp on your scene so when the character walks under it they get brighter, or if a wall is shading the character from the light they can get darker.
NOTE: Light levels only work when the character's graphic is at the same colour depth as the background (ie. a 256-colour character in a hi-colour game won't get lightened).
NOTE: In a 256-colour game, only darkening areas (light level < 100%) will work. Also, depending on the room palette the quality of the darkening will vary in 256-colour games.
NOTE: Light levels affect characters only - they do not affect objects, overlays or the background scene.
To counteract this, RoomEdit now has an "Exact pal import" feature, which will simply take the palette slots as they are from the source image and replace the corresponding background slots with them in the room. This means that your colours will be in the exact slots that you put them in, but you must make sure that the scene only uses the palette slots that you have allocated to the background in the Palette editor.
To import a background using Exact Pal Import, just choose the "Import background (exact pal)" option instead of the normal Import Background option.