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LevelMakingGuide.txt
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Level Making guide
==================
NOTE: There is a limit to how big a level is, it cannot exceed 255 stages in either length or width;
(255x255 is the largest possible level)
The first line always is the header and has a '@' as the first character.
the header determines variables for the whole level seperated by '/'.
@(levelWidth)/(levelHeight)/(StartCellX)/(StartCellY)/(StartX)/(StartY)/(EndCellX)/(EndCellY)/(EndSide)/(startWithRune)/
an example:
@4/2/1/1/4/7/3/0/2/T/
The amount of stages is determined by the levelWidth * levelHeight.
Stages start with a stage header that has a '#' as the first character.
The header determines what stagenumber it is and the tileset used in that stage.
an example:
#stage:0[tileset:1]
A stage contains the foreground and background tiles.
There are 108 tiles in both the background and foreground, DO NOT PUT IN ANYTHING OTHER THAN 108.
The background is optional and can be ignored.
The start of the foreground data always begins with '=' as the first character.
The next 24 characters are for the tiles and correlates directly to the tileset.
tile data needs to be two characters (ex: "01").
There are 12 tiles per row and there are 9 rows.
Each row after the first starts with '|'.
The last row ends with ';'.
an example:
=000000000000000000000000,
|000000000000000000001111,
|000000000000000000111212,
|111100000000001111121313,
|131211010101111212131313,
|131313010101131313131313,
|131313010101131313131313,
|131313010101131313131313,
|131313010101131313131313;
Tiles have preset properties based off of their tileID.
These properties can be changed by creating a line starting with 'M'.
numerical values are entered normally, boolean values use 'T' and 'F'.
directly after the 'M' is the tile index in the stage (0-107).
after the index is the modifer inside parentheses, only one modifer can be applied per line.
the property id is a single character letter, here is a list:
's'- solid (bool)
'k'- deadly (bool)
'x'- x offset (number)
'y'- y offset (number)
'X'- hitbox x offset(number)
'Y'- hitbox y offset(number)
'S'- special ID(number)
'f'- friction(float)
an example:
M13(s=T)
Background tiles cannot be modified and are purely cosmetic.
Due to the lack of transparent tiles this is only really needed with the 'x' or 'y' modifiers are used.
The start of the background data always begins with 'B' as the first character.
The next 24 characters are for the tiles and correlates directly to the tileset.
tile data needs to be two characters (ex: "37").
There are 12 tiles per row and there are 9 rows.
Each row after the first starts with '-'.
The last row ends with ';'.
an example:
B000000000000000000000014,
-000000000000000000000014,
-000000000000000000000014,
-000000000000000000000014,
-000000000000000000000003,
-000000000000000000000003,
-000000000000000000000003,
-111111111111111111111114,
-131313131313131313131313;
To see an example of a full level see "level1.txt"