![]() In Area 1, a solid wall containing a Mattock. In Area 3, the invincible floor below the Moai. Won't automatically switch to red lamp in area 4. The type of sign depends on the store type. In Area 3, 1 in 2 chance of ice, otherwise nothing. In Area 3, the background near the window of the Alienship. In Area 4, 1 in 2 chance of a lush stone tile, otherwise nothing. In Area 3, a random, 2*4 background-tile of the Alienship. In Area 4, the door that goes with the ceiling-trap. In Wet Fur, Area 1 and Area 2, the Damsel from the Kissing-Booth. ![]() In Area 3, a border tile (which is right above the window of the ship) of the Alienship. In Area2 and the Black Market, a chest submerged in water. In Area 3, the 1*3 wall (which is right below the window of the ship) of the Alienship. In area 3, this is randomly either ice, dark stone or alien tiles. In areas 1, 2 and 4, this is the floors used in shops. In area 4, the trap-block used above the sacrifice-pit. In area 2, the trap-block that is used for the Idol Trap. In areas 1 and Wet-Fur, the giant Tiki-head that spawns the boulder. In Area 4, the Damsel from the Kissing-Booth. In Area 3, ceiling tile of the Alien-Ship. This also always generates an invincible block underneath an exit. It makes an entrance if it's in the start room of the level. This trigger is a little different from 5 and 6 above, as it generates a set of level entrance or level exit tiles, depending on where you use it.Ĭreates an entrance or an exit to the level. This overwrites other tiles, and picks a random obstacle block to put in there instead. This is a special trigger that tells the game to lay down a 5x3 obstacle block, with this tile space as the top-left one. In Area 3 (save Wet-Fur), perfect chance of spikes. This trigger picks from special air-level obstacles, like floating platforms and arrow traps.ġ in 3 chance of spikes, otherwise nothing. This trigger picks from special ground-level obstacles, like different spike configurations. ![]() In Area 4, 1/2 chance of lava, otherwise a solid wall.ġ in 4 chance of push block, otherwise nothing. In Area 2, 1/2 chance of water, otherwise a solid wall. In Area 4, 1/100 will be grass blocks and 1/10 of the rest will be unmovable blocks. In Area 2, all solid tiles are of the Lush type. In Area 1, 1/10 of them will be unmovable blocks instead of ground tiles. Meanings of symbols in level generation 0 īlank, though any character that doesn't do anything else will also be blank.
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