Select New Level from the player menu
 
F1= Enter and exit editor
                      
A,S,D,W = Pan Screen 
 
Esc = Exit current editor
 
Left click = place current tile
Right click = delete selected tile
 
Shift + Left click = Select area
Right click = Deselect area

Press 5 to set the selected area as the exit
 
C = copy selected area
Left click to paste copied area
Right click to stop pasting

Del = delete selected area
 
G = Go to tile curser is on
 
L = Toggles boundary lines
 
Q, Z = Cycle through available tiles
Shift + Q. Z = Jump through available tiles by 10

Gametype:
  0: Story Mode Level
  1: Collection Mode
  10: Football
  11: Sumo
  12: Amber
  13: Pitfight
  14: Dragster
  15: Vs. collection

Gametime:
  Amount of time for collection mode level, 50=1 second
 
1 = Edit Background
2 = Edit Midground
3 = Edit Foreground
4 = Edit Way Background
 
Red, Green, Blue = Edits hue of current level layer

Background:
  Name of the background tga
    
T = opens tile set editor
    Tile set editor:
    Drag and drop tiles from available tile sets into your current edited tile set.
    Q, Z = Cycle through current tile set page by page
    W, X = Cycle through current tile subset
    Use [ ] to cycle through available tile sets

F7= Load level
 
F9= Save current level
       A file name must be placed in the level name field to save your level with the        extension .lvl
 
F2 = opens tile editor
    Left click and drag to create boundary lines.
        NOTE: Line MUST be placed clockwise!
    Del= Delete last line placed
    Q, Z= Cycle through current tiles
    A= Creates alpha outside boundary lines 
    Friction = Amount of friction tile has (0.0-1.0, less than 0.1 gish can't stick)
    Breakpoint = Amount of pressure the tile takes to break (0.0=unbreakable)
    Middamage = Amount of damage tile does to gish
    Foredamage = Same as above but for tiles placed in foreground
    Density = Density of water
    Drag = Drag in water
        Note: Water tiles must be placed in foreground to work!
    Animation = Number of frames that tile will animate through
    Animation speed = Speed of animation
 
F3 = opens object editor
    Q,Z= Cycles through objects
    [ ] = Cycles through current objects textures
    Arrow keys = Resize current object
    Left click to place objects
        Note: all objects will be invisible till texture is changed
    Right click to select objects
    Del = Deletes selected object
            Object list:
            0= Nothing
            1= Add player
                 Home = Gish (set player 1)
                 End = Hera (set player 2)
                 Shift+Home = HB Boy (set player 3)
                 Shift+End = Clot Gobbler (set player 4)
            Blocks:
                 Mass= object weight
                 Arrow Keys= Edit block size
            2= Basic block
            3= Platform with middle hinge
            4= Platform with hinge on left
            5= Platform with hinge on right
            6= Basic Circle
            7= Circle with middle hinge

            8= Light source / anchor point
                 Ltype 1 = omni light
	   Ltype 2 = light off
                 Ltype 3 = flickering omni light
                 Red, Green, Blue = Change light color
                 Intensity = Change light Intensity
                    
            Buttons:  
                 Buttons are used to activate 
                 anchor points (object 8)
                 select the anchor point you want to activate
	   Hold K and left click on the button to 
                 assign that link
            9= Pressure plate
            10= One time button
            11-14= Switch
            15= Area switch
            16= Area switch (one time)

            17= object generator
            18= Secret area marker
            19= Nothing

            Enemies:
            20= Bone nibbler
            21= Cave nibbler
            22= Hell nibbler
            23= Mummy
            24= Skeleton
            25= Zombie
            26= Gimp
            27= Vis sister Boss
            28= Angel Nibbler
            29= Alterboy
            30= Stitch
            31= Poobler
            32= Honey bucket boss
            33= Sister Vis boss
            34= Paunchy chops boss
            35= Basinjin boss
            36= Satan
 
F4 = opens rope editor
    Hold 1 Left Click = Add light rope
    Hold 2 Left Click = Add heavy rope
    Hold 3 Left Click = Add light chain
    Hold 4 Left Click = Add Heavy chain
    Hold 5 Left Click = Add a push piston
    Hold 6 Left Click = Add half pushed piston
    Hold 7 Left Click = Add a pull piston
    Hold 8 Left Click = Add half pulled piston
    Hold 9 Left Click = Add Bar
        Q. Z = make pistons and bars visible.
    
Advanced piston editing (not for kids)
   to edit the length, speed and revolution of a piston
go into the object editor select the anchor point that the 
piston is attached to.
       Red= Length piston extends or contracts (1=1 tile length)
       Green= Seconds per revolution 
       Blue= Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
      is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
NOTE: Pistons attached to anchors to wheels is hella complicated!

F5 = Reset current level

If you exit without saving you can reload your level as backup.lvl



Campaign editor:
 
 File name = The name of your campaign file
 NOTE: You must inclue .gmp after your file name for your campaign to save correctly.
 
 Name =This is the title that appears when your campaign loads.
 
 Level file name = the full file name of the level file you want loaded into your campaign
 NOTE: All levels must be in your level directory for this to work.
 
 Level Name = The Sub level name that appears on the level screen (aka Gish Level 1-1)
 
 Add Level = This will add the current level into your campaign.
 
 Delete Level = This will delete the last level added to your campaign
 
 Save = This will finish up your campaign and save the file to your level directory.
 
 NOTE: to send campaigns to others you must include all the levels in the campaign as well 
 as the .gmp campaign file for your campaign to work, saving them in a zip file is usually best.
