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HamishTPB

Untitled

Nov 12th, 2014
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  1. # Dudley the Dilapidated Droid
  2. # Map File
  3. # Level 0 (test level)
  4.  
  5. # Moving enemies are represented by a letter a-o/A-O, the start of their path is lowercase and the end is uppercase.
  6. # Static hazards are represented by p-t/P-T, the case is purely to give up to 10 types
  7. # Similarly numbers 0-9 represent collectable objects grid locations
  8. # Moving platforms are represented by u/U for vertical ones and w/W for horizontal ones
  9.  
  10.  
  11. [level]
  12. name = Test Room
  13. background = factory.png
  14. tileset = dddtiles.png
  15. nmesprites = level_0_enemies.png
  16. # Each map square is 32px by 32px (21 by 19 squares)
  17.  
  18. map = *********************
  19.       *.................+.*
  20.       *...............*****
  21.       *............UUU....*
  22.       *...................*
  23.       *...................*
  24.       *............uuu....*
  25.       *..UUU.****.........*
  26.       *............B......*
  27.       *...................*
  28.       *..uuu..............*
  29.       *.......*****.......*
  30.       *...................*
  31.       *....a...A...b...****
  32.       *********************
  33.  
  34. [*]
  35. # Solid walls / static platforms
  36. name = wall
  37. wall = true
  38. tile = 0,0
  39.  
  40. [.]
  41. # Empty space (background shows)
  42. name = null
  43. wall = false
  44.  
  45. [a]
  46. # Start of a type a enemy path
  47. name = nme_a
  48. wall = false
  49. sprite = 0
  50.  
  51. [A]
  52. # End of an enemy path
  53. name = nme_A
  54. wall = false
  55.  
  56. [p]
  57. # Static hazards
  58. name = haz_p
  59. wall = false
  60. kills = true
  61.  
  62. [+]
  63. #Exit
  64. name = exit
  65. wall = false
  66. tile = 0,1
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