Robson » YYYYYY » Creating Campaigns


This guide will show you how to create a campaign for YYYYYY. All the steps below are demonstrated in this youtube video, but it doesn't contain any instructions. You can also download the campaign that we'll be creating.

Creating the folder

Create a folder inside your YYYYYY folder. The name of this folder will be the name of your campaign.

Creating the layout.txt file

Go into your new folder and create a file named layout.txt

Imagine that you want to create a campaign that has four rooms across and two rooms down. A layout for this could be:


It's also possible to use letters. For example, if you wanted a layout which is five rooms across by four rooms down:


The numbers and letters can be in any order. We can use uppercase letters as well. Here's an example of a 3x3 layout:


Case doesn't matter, so "h" and "H" are the same room. You can have the same room in multiple places.

This allows for 35 rooms (26 letters + 9 numbers). If you need more, use multiple characters and enclose them in triangle arrows. Like so:


The first row has three maps, named "a", "bc" and "d". The second row has three, named "56", "v" and "78".

You can change the layout at any time.

If you want inaccessible areas in your campaign layout, use a zero for that location.

For now, let's have a layout which is two rooms across and one room down. Change the contents of the layout.txt file to:


Save and close the file.

Creating the room files

Each room will have one file. The name of the file will be it's location in the layout. For our layout we need to create two files, one called 1.txt and one called 2.txt. Like so:

If your layout was this:


You'd create six files called a.txt, bc.txt, d.txt, 56.txt, v.txt and 78.txt

Using the EEEEEEditor

Open the editor and drag the 1.txt file from explorer onto the editor window. A message will appearing, asking for the size of the room. All the rooms will be the same size and rooms must be at least 2x2.

You can have rectangular rooms, but unfortunately it's only possible to use rotation with square rooms.

I use 23x23, because this is the maximum size that will fit on 800x600 resolution and it can be divided into four ten-by-ten sections:

Another alternative is 20x20, which allows you to split the room into blocks of 4x4, without a border:

For our test room, we'll use 23x23.

Type 23x23 in the box and press enter. Your screen should look like this:

Let's add some simple things to our room. First, we should set the player's starting location. Right-click the 1.txt window and a menu will appear. Select "@ Player Start Location" then click somewhere near the middle of the screen. A "@" symbol will appear in the grid.

Now right-click again and select "# Wall". Draw a horizontal line of tiles below the player.

Select "Y Spike" from the list and add it near the player. Select "! Checkpoint" and add it underneath the line. Your room should look similar to this:

Click the Settings menu, which will open this window:

Click the Add button, then type NAME. We'll call our room 'Once Upon a Time', so click OK and type that in. Click OK and the window should look like this:

Click the Save button. Our room is finished, so click the Save menu item, then close the 1.txt window.

Let's create our second room. Drag the 2.txt file anywhere onto the editor window and a new window will appear, called 2.txt. Set the room size to 23x23

Add a horizontal line of wall tiles in the center. Right-click on the window and select "@ Crewmate". Add the crewmate above the wall tiles. Click the Settings menu item and your screen should look similar to this:

This room has a crewmate, so we need a couple of extra settings. First, we need to name the room, so click the Add button, type NAME, click OK, type Happy Ending, then click OK.

Click the Add button and type CREWMATE_NAME. Click OK and type Doctor Yucatan. Click OK.

Click the Add button and type CREWMATE_COLOUR. Click OK and type 225 92 80. Click OK.

Your settings window should look like this:

Click the Save button, then click the Save menu item.

Both of our rooms are finished, so you can close the editor.

Playing the campaign

Open YYYYYY and select your campaign from the list. If everything has gone correctly you should see this:

Press space to invert gravity. Yvette will go up and then appear at the bottom of the room. This is because you are moved from the highest room to the lowest room when you go off the top edge of the highest rooms. Our campaign is only one room high, so this room is simultaneously the highest and lowest room. Invert gravity again and go right.

You will appear in the second room. Bump into the crewmate and the campaign will end.

Congratulations! You have successfully made a YYYYYY campaign :)


Here's my room design guidelines.

Each time you enter a room, it will be loaded from the file. This makes editing rooms a lot easier, because you can leave the room, edit and save the room in the editor, then go back into the room. Your changes will be effective immediately. There's no need to restart the campaign.

Word enemies, warps and terminals require some extra details in the room files. Use the settings window to write these settings.

Enable debug mode in the settings.ini file. This allows you to do lots of useful things:

You might want to disable videos whilst editing your campaign, to avoid generating loads of pointless videos.

Creating warps

There's two types of warps. The first type is the green, blue and yellow warps. These should be placed in pairs in your room. The player will be able to freely move between them. Gravity and direction is maintained while moving between these warps. Progress isn't saved when the player uses one of these warps. If you need more than three pairs of warps, just yell at Robson to add some more colours.

The second type will be the focus of this section, because the settings can be a bit confusing. The second type is for moving from one room to another room. Like the other warps, direction and gravity is maintained, but these do work as checkpoints. You can only have one of these warps per room.

To add a warp to a room, select it from the objects menu in the editor and place it into your room.

Open your layout.txt file and look for the destination room. Note the X and Y coordinate. For example:

7 is at X1 and Y1. 6 is X2 and Y1. 8 is X1 Y2. c is X4 and Y4.

Open your destination room in the editor and move the mouse to the tile you want the player to appear at. Remember the X and Y coord in the bottom-right corner.

Now you have four numbers. The layout x, layout y, room x and room y. Click the room with the warp tile and then click the Settings menu item. Click the Add button and type WARP. Now enter the four numbers into the box, with a space between each number. For example, let's say we want to move to room b (which is X2 and Y4) and we want the player to appear at the right near the top (e.g. X17 and Y6). We would enter this into the box:

2 4 17 6

If you'd like to look at a real example, check out the teleport campaign that's included with the development versions of YYYYYY.