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    Blinkensisters/level/Ivory Tower

    Revision as of 17:25, 7 December 2007 by imported>Took
    (diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

    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
    
    
    

    Template loop detected: Template:Stub




    Wikipedia links on " Ivory Tower"
    english, german
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