not much goin' on here now, so some commands first, pressing C would help ya, since, well, it opens the command menu. coolTapes - enable level editor mode. load - asks you which level slot you want to load. as you look through all the levels, you start to feel like the world is lonely... but there's customLoad - loads levels through a 448-number string and lets you place them in the game. you're doing all my work! save - saves what you've just made to the level of your choosing. variableShout - tells clones to shout their internal variables. type in a variable when asked and depending, it'll be stated by whatever it's relevant to. soundOfDrums - regenerates the level. Just in case. level editor instructions; arrow keys move the cursor, number keys change the block type, and space places the object.
Sadly dumped my old clone-based tile-grid code for something more old-fashioned. Wasn't much more a choice if I wanted to retain the original's 28x16 grid. -CHANGELOG --0.0.1.0 ---First public alpha. --0.1.0.0 --multiple levels are go! editing them is not. --killed the haggard old level editing scheme, putting in a new one --0.1.1.0 --slightly further implemented the level editor scheme. --merged the brush object with the main block object --0.1.2.0 --level editor finished (OR NOT). you'll have to dig in there to unlock it yourself, but it should work. --0.1.3.0 --some more work on little things --level editing is totally done now --you can load custom levels with the number string. --0.1.4.0 --level editor is done for now, I swear! (NOT) >_< seeya for beta 1.9, where we finally finish the level editor! Nothing else really works, but at least ya got a level editor! --eviscerated two whole scripts! --0.1.5.0 --Boo-yah! Level editor is done now! --also updated the save function --0.1.5.5 --vaguely started implementing the player, a little too burned out to continue further at the moment.. --0.1.6.0 --continuing player movement. Wildly tricky stuff, this tile-player interaction is. --added variableShout command, so clones can say their internal variables. --0.1.6.1 --players delete themselves when a new level is being generated. --0.1.6.2 ---?? ---added soundOfDrums command. --0.1.6.3 ---sorta vaguely implemented gameMode variable for whenever I work on game modes. ---same sorta vague implementation of a main menu. ---0.1.6.4 --also sorta vaguely implemented menuState variable, to tell the menu what it should be. ---added clear command ---touched up the first level to pretty-much-finality, and pushed the second level (a custom level of mine, I've been making some sick levels as of late!) to the 151st slot. ---added player markers, saving it for multiplayer games. ---added some sprites for gold and enemies. ---realized maybe this should be a two-parter but this'll do. ---0.1.6.5 --fixed the one fault in the playerOnBlock scheme. Should be a sorta nasty-type hot breeze to finish player movement now :P --I'll be back in a few for more updates. --feels like something else was updated ---0.1.7.0 --Began the massive undertaking of player movement for reals. --Gold spawns where it should. Not quite done with this update, but I was on the seat of my pants finishing this within time. --0.1.7.1 --Only one piece of gold spawned in a level. Oops! --removed the gold spawner block's placeholder texture. --changed steel block's texture. -ROADMAP --Putting all the ole guys back (you, gold, bad dudes, you know) --Implement block breaking. --Let gold be collected, and let the level finish when it's all collected and you climb outta there --port in as many of the original levels as my body and soul can bear --enemy AI --draw a fancy ye olde computer monitor background --full-fledged level editor! (kinda got this down-pat, really, but some instructions and custom loading would be nice, I'm sure) ---leaderboards ---hardcore mode, where the enemies are just as capable as you! >:3