//Reckless Thief Level Information file! It's pretty easy to figure out, a double //slash comments things out. //Optional information, you should eventually change this to your info so people know //who made the level level_name|My First author_name|Some dude description|My first level. //uncomment below if you have a preview pic. Copy one from Reckless thief to know //the correct size. //preview_pic|temp\preview.png //If this is uncommented, it will show this file instead of the standard diamond //animation. You can load a sequenced animation by not specifying an extension. //For instance, "temp\win_anim_" would look for temp\win_anim_01.png" and so on //until it couldn't find the next file in the sequence. //win_file|temp\somefile.png //if this is uncommented, a different wave is looped while showing the //finish screen. Set it to nothing if you don't want a looping file //to play, like if you set a really long "touch the finish" wave. //win_screen_wave //if this is uncommented, a different sound effect is played when they //touch the finish //win_wave| //If uncommented you can set how long to wait before jumping to the win screen. By default //it is 1000 (1 second = 1000) //win_wave_delay|1000 //The lose stuff is just like the win stuff, don't make me retype all the descriptions again //lose_file| //lose_screen_wave //lose_wave| //lose_wave_delay|1000 //slow_loop_wave| //fast_loop_wave| //level information that needs to be set: //time we get to finish the level, in milliseconds (1000 = 1 second) //if uncommented, you can make the game warn the player if his game version is below //a certain version //version_required|1.00 time|20000 level_file|temp\mylevel.png //using standard thief graphic - you can change this if you want. dot_file|graphics\gamedata\big_dot.tga //where the thief starts start_xy|22|104 //0 means MUST be touching this color at all times //1 means can't touch this color at all collision_mode|1 //16 bit RGB color (max is 31, 63, 31 (white)), (0,0,0 for black, 31,0,0 for red, etc) collision_color|31|63|31 //information about special objects //animations must be saved as .png or .tga. Must start at 01. (noticing //the leading 0. The only limit is ram for how many sprites it can have..) //The only special object you HAVE to have is the finish or it's really going to //be hard level... //create finish icon sprite_clear //using standard finish graphic here file_name|graphics\gamedata\diamond.png set_xy|189|69 set_sort|1 start_frame|1 set_special|finish //set_scale|100 scale_up|0.01 sprite_create //if desired, you can have random win and lose messages, add as many as you want, but make sure you include "start_entry" before //each one. //lose messages range|-99|0 start_entry message|Hint: Try playing on a flat surface. Rest your elbow on the table. start_entry message|Don't be discouraged - you will get better. start_entry message|This may be too hard for you. Time to try some other easier games, perhaps? start_entry message|How many cups of coffee have you had? start_entry message|It's harder than it looks, eh? start_entry message|You've been incarcerated. start_entry message|Hint: You have to grab the diamond to unlock the next level. //win messages range|0|100 start_entry message|Nice job!