<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Objects</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>Recent changes to Objects</description><atom:link href="https://sourceforge.net/p/wildflower/wiki/Objects/feed" rel="self"/><language>en</language><lastBuildDate>Sat, 12 Oct 2013 23:11:48 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/wildflower/wiki/Objects/feed" rel="self" type="application/rss+xml"/><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v23
+++ v24
@@ -1,4 +1,4 @@
-There are several different built in object types available. Objects can be customized by changing their [Object Attributes] which are passed to the game as a string of text which is parsed at runtime. For example most objects can be configured to use any frame in one of the predefined images. 
+There are several different built in object types available that serve as kind of like basic building blocks to make special things happen. Objects can be customized by changing their [Object Attributes] which are passed to the game as a string of text which is parsed at runtime. For example most objects can be configured to use any frame in one of the predefined images.

 ![Objects](http://i.imgur.com/whAld0w.png)

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Sat, 12 Oct 2013 23:11:48 -0000</pubDate><guid>https://sourceforge.net34336923ec7723cee19756ece9cbb94028cc7138</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v22
+++ v23
@@ -12,20 +12,20 @@

 Objects can be re-sized using Ctrl + left mouse button. When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.

-* [Tile Object] - A custom tile that can trigger a message when touched by the player.
-* [Crate Object] - Players can push/pull crates and they can activate buttons.
-* [Moving Platform Object] - Physical moving object that player can jump and stand on.
-* [Object Spawner Object] - Generic spawner for any other object type.
-* [NPC Object] - Moving sprite without physics that can say a message to the player.
-* [Button Object] - Can be hooked up to trigger other objects when touched.
-* [Goal Object] - Marks a destination on the minimap and sets goal text on the pause screen.
-* [Door Object] - Connects two different parts of the map, or an indoor/outdoor pairing.
-* [Warp Portal Object] - Players can fast travel between all the warp portals they discover.
-* [Bouncer Object] - Moving physics object that bounces when it collides.
-* [Powerup Object] - Gives the player a powerup when touched.
-* [Static Object] - A non-moving sprite or tile that has several configurable options.
-* [Projectile Object] - Moving sprite with physics. Intended to be spawned via an Object Spawner.
-* [Trigger Box Object] - Setup to trigger other objects when the player enters the trigger region.
+* **[Tile Object]** - A custom tile that can trigger a message when touched by the player.
+* **[Crate Object]** - Players can push/pull crates and they can activate buttons.
+* **[Moving Platform Object]** - Physical moving object that player can jump and stand on.
+* **[Object Spawner Object]** - Generic spawner for any other object type.
+* **[NPC Object]** - Moving sprite without physics that can say a message to the player.
+* **[Button Object]** - Can be hooked up to trigger other objects when touched.
+* **[Goal Object]** - Marks a destination on the minimap and sets goal text on the pause screen.
+* **[Door Object]** - Connects two different parts of the map, or an indoor/outdoor pairing.
+* **[Warp Portal Object]** - Players can fast travel between all the warp portals they discover.
+* **[Bouncer Object]** - Moving physics object that bounces when it collides.
+* **[Powerup Object]** - Gives the player a powerup when touched.
+* **[Static Object]** - A non-moving sprite or tile that has several configurable options.
+* **[Projectile Object]** - Moving sprite with physics. Intended to be spawned via an Object Spawner.
+* **[Trigger Box Object]** - Setup to trigger other objects when the player enters the trigger region.
 * Custom Objects - Place holder object for users to customize or use as a template for adding new objects.

 The hash symbol '#' sometimes acts as a delimiter between values and can be used to skip over parameters.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Thu, 10 Oct 2013 16:24:22 -0000</pubDate><guid>https://sourceforge.netfc9816b48071e1e82cfdfbc83fa4bbe38e3066ac</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v21
+++ v22
@@ -4,7 +4,7 @@

 You can select the current object type by using the [Quick Pick Box] or clicking on an object. Depending on what object type is selected some extra information may be shown. For example when you select an NPC it also draws the points it will travel between.

-Every object has an object ID also sometimes called an object handle which is unique to that object. When an object is selected it's Object ID is shown at the top of the object info box. Object IDs can be used for things like connecting buttons to objects and linking doors together. Note that if you copy and paste an object the newly pasted object will be identical except it will have a different unique ID.
+Every object has an object ID (sometimes called a handle) which is unique value used to identify that object. When an object is selected it's Object ID is shown at the top of the object info box. Object IDs can be used for things like connecting buttons to objects and linking doors together. Note that if you copy and paste an object the newly pasted object will be identical except it will have a different unique ID.

 You can create a new object by pressing Z which will drop a blank object of the current type at the location of the mouse. Or you can use Ctrl+C and Ctrl+V to copy and paste another object of the desired type.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 18:43:29 -0000</pubDate><guid>https://sourceforge.net929680056cc1f4118162d86b5b08a8713434d1f3</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v20
+++ v21
@@ -4,7 +4,7 @@

 You can select the current object type by using the [Quick Pick Box] or clicking on an object. Depending on what object type is selected some extra information may be shown. For example when you select an NPC it also draws the points it will travel between.

-Every object has an object ID also sometimes called an object handle which is unique to that object. When an object is selected it's Object ID is shown at the top of the object info box. Object IDs can be used for things like connecting buttons to objects and linking doors together.
+Every object has an object ID also sometimes called an object handle which is unique to that object. When an object is selected it's Object ID is shown at the top of the object info box. Object IDs can be used for things like connecting buttons to objects and linking doors together. Note that if you copy and paste an object the newly pasted object will be identical except it will have a different unique ID.

 You can create a new object by pressing Z which will drop a blank object of the current type at the location of the mouse. Or you can use Ctrl+C and Ctrl+V to copy and paste another object of the desired type.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 01:38:18 -0000</pubDate><guid>https://sourceforge.net31ad487871ff9267b1b7650304ff78e78e3c2bcf</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v19
+++ v20
@@ -1,4 +1,6 @@
 There are several different built in object types available. Objects can be customized by changing their [Object Attributes] which are passed to the game as a string of text which is parsed at runtime. For example most objects can be configured to use any frame in one of the predefined images. 
+
+![Objects](http://i.imgur.com/whAld0w.png)

 You can select the current object type by using the [Quick Pick Box] or clicking on an object. Depending on what object type is selected some extra information may be shown. For example when you select an NPC it also draws the points it will travel between.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 01:29:08 -0000</pubDate><guid>https://sourceforge.net426d1c0496b5fd69fcb7a00abe76ad801d091ff6</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v18
+++ v19
@@ -1,6 +1,8 @@
 There are several different built in object types available. Objects can be customized by changing their [Object Attributes] which are passed to the game as a string of text which is parsed at runtime. For example most objects can be configured to use any frame in one of the predefined images.

 You can select the current object type by using the [Quick Pick Box] or clicking on an object. Depending on what object type is selected some extra information may be shown. For example when you select an NPC it also draws the points it will travel between.
+
+Every object has an object ID also sometimes called an object handle which is unique to that object. When an object is selected it's Object ID is shown at the top of the object info box. Object IDs can be used for things like connecting buttons to objects and linking doors together.

 You can create a new object by pressing Z which will drop a blank object of the current type at the location of the mouse. Or you can use Ctrl+C and Ctrl+V to copy and paste another object of the desired type.

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 00:59:27 -0000</pubDate><guid>https://sourceforge.netff945c07270f8431c5144febd60047c3176ad554</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v17
+++ v18
@@ -16,7 +16,7 @@
 * [Button Object] - Can be hooked up to trigger other objects when touched.
 * [Goal Object] - Marks a destination on the minimap and sets goal text on the pause screen.
 * [Door Object] - Connects two different parts of the map, or an indoor/outdoor pairing.
-* [Warp Portal Object] - Player can fast travel between all the warp portals they've discovered.
+* [Warp Portal Object] - Players can fast travel between all the warp portals they discover.
 * [Bouncer Object] - Moving physics object that bounces when it collides.
 * [Powerup Object] - Gives the player a powerup when touched.
 * [Static Object] - A non-moving sprite or tile that has several configurable options.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 00:30:12 -0000</pubDate><guid>https://sourceforge.net9978bbbf37f5ff4ee199d32c7064530c9fcc9580</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v16
+++ v17
@@ -6,7 +6,7 @@

 Objects can be rotated using Shift + left mouse button but not all objects are configured to use that information.

-Objects can be re-sized using Ctrl + left mouse button . When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.
+Objects can be re-sized using Ctrl + left mouse button. When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.

 * [Tile Object] - A custom tile that can trigger a message when touched by the player.
 * [Crate Object] - Players can push/pull crates and they can activate buttons.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 00:16:07 -0000</pubDate><guid>https://sourceforge.net12e3f637c351249a72a32c9ca5ed48d5d4dca961</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v15
+++ v16
@@ -4,9 +4,9 @@

 You can create a new object by pressing Z which will drop a blank object of the current type at the location of the mouse. Or you can use Ctrl+C and Ctrl+V to copy and paste another object of the desired type.

-Objects can be rotated using Shift + plus left mouse button but not all objects are configured to use that information.
+Objects can be rotated using Shift + left mouse button but not all objects are configured to use that information.

-Objects can be re-sized using Ctrl + left mouse. When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.
+Objects can be re-sized using Ctrl + left mouse button . When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.

 * [Tile Object] - A custom tile that can trigger a message when touched by the player.
 * [Crate Object] - Players can push/pull crates and they can activate buttons.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 00:15:56 -0000</pubDate><guid>https://sourceforge.netf5f380f85c91ab8873bd67bacde62efe38b426b4</guid></item><item><title>Objects modified by Frank Force</title><link>https://sourceforge.net/p/wildflower/wiki/Objects/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v14
+++ v15
@@ -3,6 +3,10 @@
 You can select the current object type by using the [Quick Pick Box] or clicking on an object. Depending on what object type is selected some extra information may be shown. For example when you select an NPC it also draws the points it will travel between.

 You can create a new object by pressing Z which will drop a blank object of the current type at the location of the mouse. Or you can use Ctrl+C and Ctrl+V to copy and paste another object of the desired type.
+
+Objects can be rotated using Shift + plus left mouse button but not all objects are configured to use that information.
+
+Objects can be re-sized using Ctrl + left mouse. When editing an object's attributes if it uses a custom image then the object will automatically be re-sized to match the image's size.

 * [Tile Object] - A custom tile that can trigger a message when touched by the player.
 * [Crate Object] - Players can push/pull crates and they can activate buttons.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Frank Force</dc:creator><pubDate>Mon, 07 Oct 2013 00:15:36 -0000</pubDate><guid>https://sourceforge.net8774332b548b876316b34102e0132469bd3eae8b</guid></item></channel></rss>