[level] Dungeon Crawling game demo [1.3.0]

[level] Dungeon Crawling game demo [1.3.0]

Postby PampoKiraly » 14 Oct 2020, 19:36

Intruduction

Hey all!

This is a top-wiew game in MeAndMyShadow that has been made without scripting!

I have actually no idea if anyone has ever made something like this (It's not that complicated now that i look at it), but here it is! Please read the instructions first before you use it!

Enjoy :)
yeahpicture.png


Instructions

When you open the level, you will see two things: A message from an invisible sign, and the dungeon itself with all the stuff inside it!
Follow the instruction on the message to get started.

The dungeon is a 4 by 4 area, and it includes these objects:
  • Your dungeon-character (pushable/shadow-pushable)
  • Some spikes (spikes)
  • A key (collectible)
  • A door (exit)
  • Two teleports (teleport)
  • And a checkpoint (swap)
You can control the dungeon-character like in any other normal games (press down, to move down. Press right to move right. etc...).

Your goal is to collect the key, and then enter the exit.


Important!
Do not use your shadow. The shadow is the most important key to make the game work, so make sure not to press your record key!


Level "download"

Yeah... i have no idea how could i make this downloadable so just do this:
  1. Create a new level
  2. Open up a file manager, and find your newly created level (idk where you can find it... look it up XD )
  3. Open the savefile of your level with a text editor, and replace everything with the code below.
  4. You are good to go! You can now play, edit and even delete it from inside the game! Have fun!

{l Code}: {l Select All Code}
arcade=0
recordings=-1
size=900,1900
time=-1
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=12
   x0=150
   y0=50
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=8
   x0=100
   y0=50
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=5
   x0=50
   y0=50
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=17
   x0=200
   y0=100
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=14
   x0=150
   y0=100
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=11
   x0=100
   y0=100
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=8
   x0=50
   y0=100
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=20
   x0=200
   y0=150
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=16
   x0=150
   y0=150
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=14
   x0=100
   y0=150
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=12
   x0=50
   y0=150
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=22
   x0=200
   y0=200
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=20
   x0=150
   y0=200
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=17
   x0=100
   y0=200
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=16
   x0=50
   y0=200
}
tile(MovingBlock,300,1300){
   MovingPosCount=1
   activated=0
   appearance=ShadowPushable_Scenery
   id=616
   loop=0
   t0=16
   x0=200
   y0=50
}
tile(Button,200,1750){
   behaviour=on
   id=125
}
tile(Button,350,1750){
   behaviour=on
   id=126
}
tile(Button,450,1750){
   behaviour=on
   id=127
}
tile(Button,600,1750){
   behaviour=on
   id=128
}
tile(MovingBlock,350,1350){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=381
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,400,1350){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=384
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,450,1350){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=385
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,500,1350){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=386
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,500,1400){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=387
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,450,1400){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=388
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,400,1400){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=389
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,350,1400){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=390
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,350,1450){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=391
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,400,1450){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=392
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,500,1450){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=394
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,500,1500){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=395
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,450,1500){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=396
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,400,1500){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=397
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingBlock,350,1500){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=398
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(Button,200,535,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=381
}
tile(Button,350,535,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=384
}
tile(Button,500,535,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=385
}
tile(Button,650,535,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=386
}
tile(Button,650,685,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=387
}
tile(Button,500,685,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=388
}
tile(Button,350,685,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=389
}
tile(Button,200,685,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=390
}
tile(Button,200,835,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=391
}
tile(Button,350,835,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=392
}
tile(Button,465,836,100,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=393
}
tile(Button,615,836,100,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=394
}
tile(Button,650,985,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=395
}
tile(Button,500,985,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=396
}
tile(Button,350,985,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=397
}
tile(Button,200,985,50,15){
   appearance=ShadowBlock_Scenery
   behaviour=toggle
   id=398
}
tile(MovingShadowBlock,200,550,500,15){
   MovingPosCount=4
   activated=0
   id=125
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(Teleporter,150,400){
   automatic=1
   destination=515
   id=400
}
tile(Teleporter,250,400){
   automatic=1
   destination=512
   id=402
}
tile(Teleporter,300,400){
   automatic=1
   destination=516
   id=405
}
tile(Teleporter,350,400){
   automatic=1
   destination=511
   id=406
}
tile(Teleporter,400,400){
   automatic=1
   destination=513
   id=407
}
tile(Teleporter,450,400){
   automatic=1
   destination=517
   id=410
}
tile(Teleporter,500,400){
   automatic=1
   destination=512
   id=411
}
tile(Teleporter,550,400){
   automatic=1
   destination=514
   id=412
}
tile(Teleporter,600,400){
   automatic=1
   destination=518
   id=415
}
tile(Teleporter,650,400){
   automatic=1
   destination=513
   id=416
}
tile(Teleporter,700,500){
   automatic=1
   destination=587
   id=418
}
tile(Teleporter,150,550){
   automatic=1
   destination=522
   id=420
}
tile(Teleporter,250,550){
   automatic=1
   destination=516
   id=422
}
tile(Teleporter,150,650){
   automatic=1
   destination=511
   id=424
}
tile(Teleporter,300,550){
   automatic=1
   destination=521
   id=425
}
tile(Teleporter,350,550){
   automatic=1
   destination=515
   id=426
}
tile(Teleporter,400,550){
   automatic=1
   destination=517
   id=427
}
tile(Teleporter,300,650){
   automatic=1
   destination=512
   id=429
}
tile(Teleporter,450,550){
   automatic=1
   destination=520
   id=430
}
tile(Teleporter,500,550){
   automatic=1
   destination=516
   id=431
}
tile(Teleporter,550,550){
   automatic=1
   destination=518
   id=432
}
tile(Teleporter,550,650){
   automatic=1
   destination=643
   id=433
}
tile(Teleporter,450,650){
   automatic=1
   destination=513
   id=434
}
tile(Teleporter,600,550){
   automatic=1
   destination=519
   id=435
}
tile(Teleporter,650,550){
   automatic=1
   destination=517
   id=436
}
tile(Teleporter,600,650){
   automatic=1
   destination=514
   id=439
}
tile(Teleporter,150,700){
   automatic=1
   destination=523
   id=440
}
tile(Teleporter,250,700){
   automatic=1
   destination=521
   id=442
}
tile(Teleporter,150,800){
   automatic=1
   destination=515
   id=444
}
tile(Teleporter,300,700){
   automatic=1
   destination=524
   id=445
}
tile(Teleporter,350,700){
   automatic=1
   destination=522
   id=446
}
tile(Teleporter,300,800){
   automatic=1
   destination=516
   id=449
}
tile(Teleporter,550,800){
   automatic=1
   destination=569
   id=453
}
tile(Teleporter,700,786){
   automatic=1
   destination=569
   id=458
}
tile(Teleporter,250,850){
   automatic=1
   destination=524
   id=462
}
tile(Teleporter,150,950){
   automatic=1
   destination=522
   id=464
}
tile(Teleporter,350,850){
   automatic=1
   destination=523
   id=466
}
tile(Teleporter,400,950){
   automatic=1
   destination=642
   id=468
}
tile(Teleporter,300,950){
   automatic=1
   destination=521
   id=469
}
tile(Teleporter,400,850){
   automatic=1
   destination=561
   id=470
}
tile(Teleporter,500,850){
   automatic=1
   destination=524
   id=471
}
tile(Teleporter,450,950){
   automatic=1
   destination=520
   id=474
}
tile(Teleporter,550,850){
   automatic=1
   destination=526
   id=475
}
tile(Teleporter,650,850){
   automatic=1
   destination=561
   id=476
}
tile(Teleporter,600,950){
   automatic=1
   destination=519
   id=479
}
tile(MovingShadowBlock,350,550,350,15){
   MovingPosCount=2
   activated=0
   id=126
   loop=1
   t0=12
   t1=0
   x0=0
   x1=0
   y0=-150
   y1=-150
}
tile(MovingShadowBlock,200,550,350,15){
   MovingPosCount=4
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=50
   x2=50
   x3=50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(MovingShadowBlock,200,700,500,15){
   MovingPosCount=4
   activated=0
   id=125
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(MovingShadowBlock,200,850,500,15){
   MovingPosCount=4
   activated=0
   id=125
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(Teleporter,200,485){
   automatic=0
   id=511
}
tile(Teleporter,350,485){
   automatic=0
   id=512
}
tile(Teleporter,500,485){
   automatic=0
   id=513
}
tile(Teleporter,650,485){
   automatic=0
   id=514
}
tile(Teleporter,200,635){
   automatic=0
   id=515
}
tile(Teleporter,350,635){
   automatic=0
   id=516
}
tile(Teleporter,500,635){
   automatic=0
   id=517
}
tile(Teleporter,650,635){
   automatic=0
   id=518
}
tile(Teleporter,615,786){
   automatic=0
   id=519
}
tile(Teleporter,465,786){
   automatic=0
   id=520
}
tile(Teleporter,350,785){
   automatic=0
   id=521
}
tile(Teleporter,200,785){
   automatic=0
   id=522
}
tile(Teleporter,200,935){
   automatic=0
   id=523
}
tile(Teleporter,350,935){
   automatic=0
   id=524
}
tile(Teleporter,650,935){
   automatic=0
   id=526
}
tile(MovingShadowBlock,350,700,350,15){
   MovingPosCount=2
   activated=0
   id=126
   loop=1
   t0=12
   t1=0
   x0=0
   x1=0
   y0=-150
   y1=-150
}
tile(MovingShadowBlock,350,850,350,15){
   MovingPosCount=2
   activated=0
   id=126
   loop=1
   t0=12
   t1=0
   x0=0
   x1=0
   y0=-150
   y1=-150
}
tile(MovingShadowBlock,350,1000,350,15){
   MovingPosCount=2
   activated=0
   id=126
   loop=1
   t0=12
   t1=0
   x0=0
   x1=0
   y0=-150
   y1=-150
}
tile(MovingShadowBlock,200,700,350,15){
   MovingPosCount=4
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=50
   x2=50
   x3=50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(MovingShadowBlock,200,850,350,15){
   MovingPosCount=4
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=50
   x2=50
   x3=50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(MovingShadowBlock,200,1000,350,15){
   MovingPosCount=4
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=8
   t3=0
   x0=0
   x1=50
   x2=50
   x3=50
   y0=-50
   y1=-50
   y2=-150
   y3=-150
}
tile(MovingShadowBlock,200,700,500,15){
   MovingPosCount=4
   activated=0
   id=128
   loop=1
   t0=4
   t1=4
   t2=4
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=0
   y3=0
}
tile(MovingShadowBlock,200,850,500,15){
   MovingPosCount=4
   activated=0
   id=128
   loop=1
   t0=4
   t1=4
   t2=4
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=0
   y3=0
}
tile(MovingShadowBlock,200,1000,500,15){
   MovingPosCount=4
   activated=0
   id=128
   loop=1
   t0=4
   t1=4
   t2=4
   t3=0
   x0=0
   x1=-50
   x2=-50
   x3=-50
   y0=-50
   y1=-50
   y2=0
   y3=0
}
tile(ShadowStart,200,450)
tile(Teleporter,500,935){
   automatic=0
   id=561
}
tile(MovingShadowBlock,450,786,15){
   MovingPosCount=1
   activated=0
   id=393
   loop=1
   t0=8
   x0=100
   y0=0
}
tile(MovingShadowBlock,600,786,15){
   MovingPosCount=1
   activated=0
   id=394
   loop=1
   t0=8
   x0=100
   y0=0
}
tile(Teleporter,150,100){
   automatic=0
   id=569
}
tile(Button,150,150){
   appearance=ShadowBlock_Scenery
   behaviour=on
   id=570
}
tile(MovingShadowBlock,150,200){
   MovingPosCount=3
   activated=0
   id=570
   loop=1
   t0=8
   t1=12
   t2=0
   x0=0
   x1=150
   x2=150
   y0=-100
   y1=-100
   y2=-100
}
tile(ShadowBlock,300,50)
tile(Teleporter,200,150){
   automatic=1
   destination=514
   id=573
}
tile(Teleporter,250,150){
   automatic=1
   destination=511
   id=574
}
tile(Teleporter,400,700){
   automatic=1
   destination=520
   id=447
}
tile(MovingBlock,450,1450){
   MovingPosCount=5
   activated=0
   appearance=brick_wall
   id=393
   loop=1
   t0=4
   t1=0
   t2=10
   t3=4
   t4=0
   x0=0
   x1=0
   x2=0
   x3=0
   x4=0
   y0=-50
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingShadowBlock,250,0){
   MovingPosCount=1
   activated=0
   id=586
   loop=0
   t0=4
   x0=0
   y0=50
}
tile(MovingShadowBlock,450,700,50,15){
   MovingPosCount=5
   activated=0
   id=636
   loop=1
   t0=4
   t1=4
   t2=4
   t3=4
   t4=0
   x0=0
   x1=0
   x2=50
   x3=50
   x4=50
   y0=0
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(MovingShadowBlock,300,1000,50,15){
   MovingPosCount=5
   activated=0
   id=636
   loop=1
   t0=4
   t1=4
   t2=4
   t3=4
   t4=0
   x0=0
   x1=0
   x2=50
   x3=50
   x4=50
   y0=0
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(Button,400,150,100){
   appearance=ShadowBlock_Scenery
   behaviour=on
   id=586
}
tile(Teleporter,400,100){
   automatic=0
   id=587
}
tile(MovingShadowBlock,350,100){
   MovingPosCount=1
   activated=1
   id=588
   loop=1
   t0=8
   x0=100
   y0=0
}
tile(Teleporter,500,100){
   automatic=1
   destination=647
   id=589
}
tile(MovingBlock,350,1500){
   MovingPosCount=1
   activated=0
   appearance=Collectable_Scenery
   id=398
   loop=0
   t0=4
   x0=-50
   y0=0
}
tile(Collectable,200,979,50,15)
tile(Exit,500,1500)
tile(Fragile,300,1550){
   state=0
}
tile(Fragile,350,1550){
   state=0
}
tile(Fragile,400,1550){
   state=1
}
tile(Fragile,450,1550){
   state=0
}
tile(Fragile,500,1550){
   state=0
}
tile(Fragile,550,1550){
   state=1
}
tile(Fragile,550,1500){
   state=0
}
tile(Fragile,550,1450){
   state=0
}
tile(Fragile,550,1400){
   state=1
}
tile(Fragile,550,1350){
   state=0
}
tile(Fragile,300,1350){
   state=0
}
tile(Fragile,300,1400){
   state=0
}
tile(Fragile,300,1450){
   state=1
}
tile(Fragile,300,1500){
   state=1
}
tile(Fragile,550,1300){
   state=0
}
tile(Block,750,1850)
tile(MovingBlock,700,1750,50,100){
   MovingPosCount=1
   activated=0
   id=616
   loop=0
   t0=4
   x0=50
   y0=0
}
tile(Teleporter,800,1750,50,100){
   automatic=1
   destination=622
   id=613
   message=" "
}
tile(MovingBlock,800,1750,50,100){
   MovingPosCount=1
   activated=0
   id=616
   loop=0
   t0=4
   x0=50
   y0=0
}
tile(Switch,750,1800){
   behaviour=on
   id=616
   message=" "
}
tile(NotificationBlock,750,1800){
   message="Press {{{key_jump}}} key to use the normal character.\nPress {{{key_action}}} key to use the second character.\nYou can't change your character later without reseting the level!"
}
tile(Teleporter,750,1700){
   automatic=1
   destination=622
   id=617
   message=" "
}
tile(Spikes,100,1000,650)
tile(Spikes,100,350,50,650)
tile(Spikes,150,350,650)
tile(Spikes,750,400,50,650)
tile(Spikes,150,500)
tile(Spikes,300,500)
tile(Spikes,450,500)
tile(Spikes,600,500)
tile(Spikes,200,400)
tile(Spikes,700,400)
tile(Spikes,200,550)
tile(Spikes,700,550)
tile(Spikes,700,850)
tile(Spikes,150,850)
tile(Spikes,200,850)
tile(Spikes,300,850)
tile(Spikes,450,850)
tile(Spikes,600,850)
tile(Spikes,200,700)
tile(Spikes,550,500)
tile(Spikes,400,500)
tile(Spikes,250,500)
tile(Spikes,700,650)
tile(Spikes,400,650)
tile(Spikes,250,650)
tile(Spikes,250,950)
tile(Spikes,550,950)
tile(Spikes,400,800)
tile(Spikes,250,800)
tile(PlayerStart,750,1800)
tile(Teleporter,350,1800){
   automatic=1
   destination=629
   id=620
   message=" "
}
tile(Teleporter,432,1801){
   automatic=1
   destination=628
   id=621
   message=" "
}
tile(Teleporter,400,1800){
   automatic=0
   destination=625
   id=622
   message=" "
}
tile(Teleporter,600,1600){
   automatic=0
   id=624
   message=" "
}
tile(Teleporter,200,1600){
   automatic=0
   id=625
   message=" "
}
tile(Teleporter,400,1750){
   automatic=1
   destination=624
   id=626
   message=" "
}
tile(Teleporter,450,1600){
   automatic=0
   id=628
   message=" "
}
tile(Teleporter,350,1600){
   automatic=0
   id=629
   message=" "
}
tile(Teleporter,300,1600,50,150){
   automatic=1
   destination=622
   id=632
   message=" "
}
tile(Teleporter,250,1600,50,150){
   automatic=1
   destination=622
   id=633
   message=" "
}
tile(Teleporter,500,1600,50,150){
   automatic=1
   destination=622
   id=634
   message=" "
}
tile(Teleporter,550,1600,50,150){
   automatic=1
   destination=622
   id=635
   message=" "
}
tile(MovingBlock,400,1600,50,150){
   MovingPosCount=3
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=0
   x0=50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,150,1600,50,150){
   MovingPosCount=3
   activated=0
   id=125
   loop=1
   t0=4
   t1=4
   t2=0
   x0=50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,250,1600,50,150){
   MovingPosCount=3
   activated=0
   id=125
   loop=1
   t0=4
   t1=4
   t2=0
   x0=50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,500,1600,50,150){
   MovingPosCount=3
   activated=0
   id=127
   loop=1
   t0=4
   t1=4
   t2=0
   x0=50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,300,1600,50,150){
   MovingPosCount=3
   activated=0
   id=126
   loop=1
   t0=4
   t1=4
   t2=0
   x0=-50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,550,1600,50,150){
   MovingPosCount=3
   activated=0
   id=128
   loop=1
   t0=4
   t1=4
   t2=0
   x0=-50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,650,1600,50,150){
   MovingPosCount=3
   activated=0
   id=128
   loop=1
   t0=4
   t1=4
   t2=0
   x0=-50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(MovingBlock,400,1600,50,150){
   MovingPosCount=3
   activated=0
   id=126
   loop=1
   t0=4
   t1=4
   t2=0
   x0=-50
   x1=0
   x2=0
   y0=0
   y1=0
   y2=0
}
tile(Block,600,1550)
tile(Block,200,1550)
tile(Button,400,1850){
   behaviour=on
   id=636
}
tile(Teleporter,700,950){
   automatic=1
   destination=640
   id=638
}
tile(Teleporter,550,100){
   automatic=0
   id=640
}
tile(Exit,600,100)
tile(Teleporter,650,100){
   automatic=1
   destination=645
   id=641
}
tile(ShadowConveyorBelt,550,150,100){
   activated=1
   speed10=100
}
tile(Teleporter,500,600){
   automatic=0
   id=642
}
tile(Teleporter,350,900){
   automatic=0
   id=643
}
tile(MovingShadowBlock,600,1000,50,15){
   MovingPosCount=5
   activated=0
   id=636
   loop=1
   t0=4
   t1=4
   t2=4
   t3=4
   t4=0
   x0=0
   x1=0
   x2=50
   x3=50
   x4=50
   y0=0
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(Teleporter,650,900){
   automatic=0
   id=645
}
tile(MovingShadowBlock,600,550,50,15){
   MovingPosCount=5
   activated=0
   id=636
   loop=1
   t0=4
   t1=4
   t2=4
   t3=4
   t4=0
   x0=0
   x1=0
   x2=50
   x3=50
   x4=50
   y0=0
   y1=-50
   y2=-50
   y3=0
   y4=0
}
tile(Teleporter,650,450){
   automatic=0
   id=647
}
tile(Block,350,1300,200)
tile(Fragile,300,1300){
   state=0
}
tile(Fragile,500,1300){
   state=1
}
tile(Fragile,450,1300){
   state=0
}
tile(Fragile,400,1300){
   state=0
}
tile(Fragile,350,1300){
   state=1
}
scenerylayer(bg_Background){
   cameraSpeed=1,1
   speed=0,0
   scenery(Pushable_Scenery,350,1350)
   scenery(Pushable_Scenery,400,1350)
   scenery(Pushable_Scenery,450,1350)
   scenery(Pushable_Scenery,500,1350)
   scenery(Pushable_Scenery,500,1400)
   scenery(Pushable_Scenery,450,1400)
   scenery(Pushable_Scenery,400,1400)
   scenery(Pushable_Scenery,350,1400)
   scenery(Pushable_Scenery,350,1450)
   scenery(Pushable_Scenery,400,1450)
   scenery(Pushable_Scenery,450,1450)
   scenery(Pushable_Scenery,500,1450)
   scenery(Pushable_Scenery,500,1500)
   scenery(Pushable_Scenery,450,1500)
   scenery(Pushable_Scenery,400,1500)
   scenery(Pushable_Scenery,350,1500)
   scenery(brick_wall,150,400,150,150)
   scenery(brick_wall,450,400,150,150)
   scenery(brick_wall,300,550,150,150)
   scenery(brick_wall,600,550,150,150)
   scenery(brick_wall,450,700,150,150)
   scenery(brick_wall,150,700,150,150)
   scenery(brick_wall,300,850,150,150)
   scenery(brick_wall,600,850,150,150)
   scenery(ShadowBlock_Scenery,0,1000,750,150)
   scenery(ShadowBlock_Scenery,750,400,150,750)
   scenery(ShadowBlock_Scenery,150,250,750,150)
   scenery(ShadowBlock_Scenery,0,250,150,750)
}
scenerylayer(bg_Background2){
   cameraSpeed=1,1
   speed=0,0
   scenery(Block_Scenery,550,1350,50,200)
   scenery(Block_Scenery,300,1350,50,200)
   scenery(Block_Scenery,300,1550,300)
   scenery(Block_Scenery,300,1300,300)
}
scenerylayer(fg_Foreground){
   cameraSpeed=1,1
   speed=0,0
   scenery(Spikes_Scenery,450,1450,100)
   scenery(Swap_Scenery,500,1350)
   scenery(Teleporter_Scenery,400,1500)
   scenery(Teleporter_Scenery,450,1400)
}
scenerylayer(fg_Foreground2){
   cameraSpeed=1,1
   speed=0,0
   scenery(Fragile_Scenery,0,250,150,150)
   scenery(Fragile_Scenery,150,250,150,150)
   scenery(Fragile_Scenery,300,250,150,150)
   scenery(Fragile_Scenery,450,250,150,150)
   scenery(Fragile_Scenery,600,250,150,150)
   scenery(Fragile_Scenery,750,250,150,150)
   scenery(Fragile_Scenery,750,400,150,150)
   scenery(Fragile_Scenery,0,400,150,150)
   scenery(Fragile_Scenery,0,550,150,150)
   scenery(Fragile_Scenery,750,550,150,150)
   scenery(Fragile_Scenery,750,700,150,150)
   scenery(Fragile_Scenery,0,700,150,150)
   scenery(Fragile_Scenery,0,850,150,150)
   scenery(Fragile_Scenery,750,850,150,150)
   scenery(Fragile_Scenery,750,1000,150,150)
   scenery(Fragile_Scenery,600,1000,150,150)
   scenery(Fragile_Scenery,450,1000,150,150)
   scenery(Fragile_Scenery,300,1000,150,150)
   scenery(Fragile_Scenery,150,1000,150,150)
   scenery(Fragile_Scenery,0,1000,150,150)
   scenery(brick_wall,0,1600,900,300)
   scenery(brick_wall,600,1300,300,300)
   scenery(brick_wall,0,1300,300,300)
   scenery(brick_wall,0,0,900,1300)
}
Last edited by PampoKiraly on 06 Nov 2020, 11:34, edited 4 times in total.
PampoKiraly
 
Posts: 15
Joined: 04 Jun 2020, 13:44

[1.1.0] Huge update!

Postby PampoKiraly » 01 Nov 2020, 10:17

Version 1.1.0

Welcome to the first update of this demo game! I completly rethinked the movement system allowing me to make the logic smaller and better.
The new system is faster than ever and also allowed me to do some new things!

Here are all the changes:
  • New movement system! The new system is four times faster than the old one, and also fully playerproof. You can now press the buttons as fast you want, the system will never break.
  • Custom death, and checkpoints! When you die, you will instantly respawn without you pressing the R key. Also you can save at the checkpoint (swap), and from that point you will always respawn on the last checkpoint!
  • Teleporters! With the new movement system, it was very easy to implement this. Just walk onto a teleporter, and press the use button.
  • More shadow proofing! The new movement system was designed a way, that It's hard to cheat, and still not to break the system by moving your shadow. You shouldn't try because it will be guaranteed that only the system will break and you will never be able to get into the real exit.

And here is my todo list for 1.2.0:
  • More shadow proofing! I don't want to let the player cheat by moving the shadow, so I want to make sure that the system always breaks when you move your shadow!
  • Character selecter! I want to add a feature, so that you can choose how you want your character to look like. This is pretty easy to implement but I just havent done it yet.
  • Doors and levers! This is the hardest one, so it might come in later versions, but I already have an idea on how can I make this into a real feature so It's propably coming to 1.2!

And some more todo for later versions:
  • Enemies and fighting! This is something completly new, and yet I really have no idea how this is going to work so thats why It's not going to 1.2 ...
Last edited by PampoKiraly on 01 Nov 2020, 10:47, edited 1 time in total.
PampoKiraly
 
Posts: 15
Joined: 04 Jun 2020, 13:44

[1.1.1] Very small bugfixing update.

Postby PampoKiraly » 01 Nov 2020, 10:46

Version 1.1.1

Fixed a layering issue. Now all Z order should be correct.

Announcment!
A special level is currently under development, which will explain how this Dungeon Crawling game works in fine detail. It's also possible that I will also include a custom theme for it, so you I can explain it in better detail...
The reason I want to make this because most people can't understand anything when looking at this picture:
perfecto2.png

(This picture is also a tiny bit outdated. Now it looks way simplier, but in reality it is way more complicated!)
Last edited by PampoKiraly on 02 Nov 2020, 12:41, edited 1 time in total.
PampoKiraly
 
Posts: 15
Joined: 04 Jun 2020, 13:44

Normal update!

Postby PampoKiraly » 02 Nov 2020, 12:36

Version 1.2.0

Welcome to the third update of this demo game! I've completed almost everything that was on my todo list for 1.2! Most of them are just minor changes, but they make the game feel much better.

Here are all the changes:
  • Better wall detection! Before, when you pressed a button that would move the character inside a wall, your character would just disappear, and then reappear in one second. Now with the update, I remade the system and removed completly the blinking!
  • Character chooser! At the beggining of the level, you can choose to press Up, or Down key to select which character you want. Pressing Up keeps the old pushable, pressing Down replaces it with the shadow-pushable.
  • More shadow proofing! This is not how I originally planned it, but it kinda works. I just put spikes everywhere you if you move your shadow, the shadow will propably going to die unless you move your shadow the way the control buttons would do!
  • Better control pannel! All signs are invisible now to make the control pannel much cleaner. Also the messages were blinking all the time when you jumped from one button to another, but now that's also fixed.

And here is my todo list for future versions:
  • Levers and moving walls! Yep! This is still here. I wasn't been able to get this feature to work, but I really wanted to add all the features that I already had as fast as possible, so I'll just put it on this list.
  • Enemies! Still here. At least I knew I can't make this for 1.2 ...
PampoKiraly
 
Posts: 15
Joined: 04 Jun 2020, 13:44

Big update!

Postby PampoKiraly » 06 Nov 2020, 11:38

1.3.0

So I did nothing from my todo list, but I did something completly unexpected!
I playtested the game with my dad, and he said that It's a real pain to move around on the map by jumping from button to button, instead of just pressing the four arrow keys like in any other normal games.

So I quickly tried if It's possible to make, and then implemented a better version here.

Now there is no use button, instead everything works automatically!

Have fun! :D
PampoKiraly
 
Posts: 15
Joined: 04 Jun 2020, 13:44

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