This page describes a level layout for the game Blinkensisters. You can help and expand it here by editing the page. See BlinkenSistersWiki for the syntax used. Basics are: + = start point, - = end point, # = pixel, A-E = monsters, 1-9 = walls.
"The term Ivory Tower designates a world or atmosphere where intellectuals engage in pursuits that are disconnected from the practical concerns of everyday life." en-wp:Ivory_Tower
see also http://blinkensisters.svn.sourceforge.net/viewvc/blinkensisters/lostpixels/game/addons/s23_ivorytower/ for recent version of IvoryTower-Leveldata
mutante: wie wär es, wenn wir in level 1 nachdem man das erste augenmonster überwunden hat ein kurzes video einblenden mit einem kurzen text der besagt, das a) "wie man vielleicht bereits gemerkt hat, die Zielgruppe des IvoryTower Addons die fortgeschrittenen Spieler sind" und b) das wenn man denkt, man könne auch ausgesprochen schwierige Level bauen, die ausserdem aktionreich und mit hohem spielspassfaktor versehen sind, man sich bei dir melden soll um weitere level beizutragen.
ein bischen storyline wäre natürlich auch nicht schlecht... könnte man auch mit solchen videos vermiteln...
#AAAAAAAAAA AAAAA# 888888888888 8888888 8 -###### 8 8 2121231 8 8 A 8 8 # 31 8 8 227 8 8 5453 8 8 # 8 8 523 C 8 8 52219 8 8 8 8 # 132 8 8 479 A # 8 8 48723 8 8 A 8 8 969 8 8 C# 8 8 77329 8 8 8 8 B 548 8 8 352 # 8 8 7312 8 8 8 8 821 8 8 # A 8 8 122651 8 8 8 8 # 987 8 8 123 A 8 8 8842 8 8 A 8 8 767 8 8 A 8 8 23399 8 8 # 8 8 132 8 8 754 8 8 6667 8 8 # 2 8 929 6 8 B 6 8999 9943499 7 8 # 8 8 32199 8# B 8 83765643 953543 8 2 # 8 5 99692 5# A 1 89239 44 55 3 8 4 8 992285 8 8 B BB### +5 12345678123456781221455555
level 2:
8 8 8 8 8 8 8 8 8 DEAD AA -AA DEAD C 8 8 8957629721389471549872 8 8 5 8 8 8 8 3 8 8 # 8 8 7 8 8 # 8 8 5 345 8 8 AAB BC BD A 8 8 23412341234423567 51 8 8 8 8 45 8 8 8 8 56 8 8 67 8 8 AAB ~ CCE 8 8 23412341234123412341238 8 8 8 # 66 8 8 6 8 8 5 8 8 6 4 8 8 3 8 8 8 8 5 4 8 8 8 82343452362345233 # 8 8 C 8 8 ~ 222 3 8 8 2 8 8 8 8 2 8 8 # * 8 8 2 2 3 8 8 8 8 2 8 8 8 8 2 8 8 # 2 2 8 8 2 8 8 8 8 2 # 3 8 8 2 3 8 8 C 8 8 A 222 3 8 8 B 22 8 8 22 3 8 8 + 8 938572394549458298751934857193857234459842345823498347
script for level2:
-- write out that we loaded sucessfully (mor or less, anyway) io.write("Starting script for Level 2 of S23-IvoryTower in BlinkenLUA / ",_VERSION,"!\n") -- declare some global variables -- Fire-Tiles -- --Config-- How many Fire-Tiles are there overall? COUNT_FIRETILES = 5; -- -- End of Config -- -- --Config-- Where should they be (x,y) CFG_FIRETILES_VALUES_Y = { 41, 35, 35, 33, 41 }; CFG_FIRETILES_VALUES_X = { 12, 5, 33, 35, 21 }; for i=15,53 do COUNT_FIRETILES=COUNT_FIRETILES+1; CFG_FIRETILES_VALUES_Y[COUNT_FIRETILES] = 53; CFG_FIRETILES_VALUES_X[COUNT_FIRETILES] = i; end for i=2,14 do COUNT_FIRETILES=COUNT_FIRETILES+1; CFG_FIRETILES_VALUES_Y[COUNT_FIRETILES] = 31; CFG_FIRETILES_VALUES_X[COUNT_FIRETILES] = i; end -- -- End of Config -- GFX_FIRETILES = {}; for i=1,6 do GFX_FIRETILES[i]=-1; end OBJ_FIRETILES = {}; STATUS_FIRETILES = {}; for i=1,COUNT_FIRETILES do OBJ_FIRETILES[i] = -1; STATUS_FIRETILES[i] = math.random(6); end BLINKEN_TIMER = 0; -- Required function: Initializing the level function initLevel () -- Create Fire-Tiles -- Load gfx GFX_FIRETILES[1] = LoadGFX("firetile1.png"); GFX_FIRETILES[2] = LoadGFX("firetile2.png"); GFX_FIRETILES[3] = LoadGFX("firetile3.png"); GFX_FIRETILES[4] = LoadGFX("firetile4.png"); GFX_FIRETILES[5] = LoadGFX("firetile5.png"); GFX_FIRETILES[6] = LoadGFX("firetile6.png"); -- Add Objects for i=1,COUNT_FIRETILES do OBJ_FIRETILES[i] = AddObject(GFX_FIRETILES[1], (CFG_FIRETILES_VALUES_X[i])-1, (CFG_FIRETILES_VALUES_Y[i])-1, 0, 1, 1, 1); end end -- Required function: Physics-loop for scripting part function scriptPhysics () -- Fire-Tiles display BLINKEN_TIMER = BLINKEN_TIMER + 1; if BLINKEN_TIMER > 9 then for i=1,COUNT_FIRETILES do STATUS_FIRETILES[i] = math.mod(STATUS_FIRETILES[i], 6)+1; if (math.random(100)>95) then STATUS_FIRETILES[i] = math.random(6); end SetGFX(OBJ_FIRETILES[i], GFX_FIRETILES[STATUS_FIRETILES[i]]); end BLINKEN_TIMER = 0; end end -- Required function: Callback on "Action"-Button on FG-Objects function handleAction (obj_id) -- not needed this time end -- Script-internal functions --none needed
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