LoxDS Map Editor updated & usage description
You can find the editor here. Also, follow the jump for a brief description of how levels can be designed. See this post for submission information. I have 2 weeks to get levels done so the more the better. ![]()
[BRP]: hedges to outline the level
[BRP]: you can do shapes & such, granted there’s no gaps in the outer bounds of the hedges
[BRP]: the floor tiles can be ignored since I moved to a dynamic floor generator
[BRP]: the Lox tile is P1 start, the Orc-looking creature moves in a “hit wall, turn right” path, the tree shoots fireballs when Lox crosses its path, the helmet head slides towards Lox, the goblin moves in a “hit wall, turn left” path
[BRP]: doors should be placed either on a hedge or be surrounded by them
[BRP]: rocks & crates can be pushed
[BRP]: potion bottle gives Lox 2 fireballs each
[BRP]: and keys, of course, are to complete the level
[Friend]: only need one? or can a level have more than 1 door?
[BRP]: 1 door
[BRP]: keys are just a goal object
[BRP]: think of it like key pieces rather than a whole
[Friend]: ok
[Friend]: so if i plant 2 keys, they need both to open door
[BRP]: yep
[Friend]: allrighty then
[BRP]: once you collect all the keys, certain monsters come to life
[BRP]: the tree & the helmet head are always alive
[BRP]: have to block them from hitting you
[BRP]: the wall guys only move once all keys are collected
[Friend]: k
[BRP]: gives you ideas on how to place the level objects
2 Responses to “LoxDS Map Editor updated & usage description”
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How is the copyright situation here? You are not going to sell these levels afterwards, are you?
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