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I apologize, as this was crudely thrown together. However, this is six boards and well over 30k =)
If you get some use out of this, let it be so; if not, all's well, anyway.
Title: Little Square Things Level Designer
Author: craNKGod (craNKGod@zz-s.de)
Genre: Puzzle/Action
LITTLE SQUARE THINGS by craNKGod
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I. Story
II. Play
III. The Level Designer
I. Story:
In a dismal parallel universe that exists on a plane much different from ours, nothing is as you would imagine it. The laws of physics are not applicable here. Organic bodies do not exist. The universe is composed of little square things.
These little square things are most similar to our universe's living cells. Each lifeform is made of several little square things. Every lifeform has the exact same task--to cover up the cyan fake walls on his "planet." Why is this? Well, of course, craNKGod works in mysterious ways.
Much like humans, each lifeform is not built exactly the same. Some lifeforms consist of white, green, gray, and black little square things. Some lifeforms have a harder task in life, just as some humans are unable to inherit their father's entire million-dollar estate. Such is life, folks.. such is life.
You are a demigod, looking upon this universe with the utmost concern for its residents. Your task is to aid in the completion of each lifeform's task in life.
II. Play
Each cyan fake must be concealed in order to satiate the lifeform on the current level. Use the lifeform's cells, the little square things, to achieve this.
The types of little square things include:
White (Little Square Thing) - When an arrow key is pressed, this little square thing moves one space in the direction pressed.
Black (AntiSquare) - These move in the direction opposite of that pressed.
Green (ConfomiSquare) - See the green arrow in the left portion of the screen? That is the direction ConformiSquares travel when "up" is pressed. The entire compass is shifted in this manner. For example, if the arrow were facing to the right, "up" would force the square right, "down" would make it move left, and "right" would force it downward.
Gray (Unmotivated Square) - These require two arrow presses in a given direction in order to move in that direction.
Blue (Stagnant Square) - These are immune to Bullets, but not to Lava. These do not move when an arrow key is pressed; instead, they can be pushed by other squares.
Other obstacles, hindrances, and goodies:
Gate - These are arrows facing in a certain direction. After something passes through the gate, it blocks further entry through it.
Cyan Fakes - Use the various types of squares to cover these.
Blinking Cyan Fakes - You need only to pass over these instead of cover them.
Lava - Dangerous when squares pass by.
Bullet - Make sure to avoid these!
Water - Bullets can pass over this, but squares and other obstacles cannot.
While you are playing the level, the bonus timer (i.e. "Torches") counts down. Don't panic! If this reaches zero, you will not lose; rather, you will attain no score for the level. When you conquer a level, whatever bonus is left is added to your score.
Upon making the lifeform happy, you will have the option of going through the left passage or the right passage. Look at the map in the top left corner. The green square marks your position. The left passage takes you to the level directly below and to the left of your current position, while the right passage takes you to the level at your diagonally down-right. Levels to the right are usually tougher. There are 21 levels in this hierarcy with a myriad of different paths available to complete the game. After you beat World 7-X, other challeges await..
III. The Level Designer
Included is a scratch template of a Little Square Things level. This contains most every element present in the game itself, plus a few extras. Feel free to make your own levels using this and send them in to craNKGod@zz-s.de. Enjoy!
This section tracks other objects or external resources.
The external resources, such as tarballs or Git repositories, are then available as part of the object. Their files can be considered local to the object and usable in scripts or as part of a build process.
For resources that are only to be used as part of the build or runtime of the object, it is best to describe those local to those sections.
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