Designing a really insane level
#6
You bury a block cloner on row 0. (so, just put the cloner underneath the floor / whatever is in that square)

And you don't need to put a cloner on top, it will work anyways. And then just enter a separate clone connection connecting a button to a square at row 32. When the button is hit, the block cloner will create a block at the (31,x) of that column, and also some tile will replace the block cloner (what that tile is, depends on the index of the data being resetted.)

So, if I wanted to reset Chip's death value, I would bury a block cloner at (0,22), and then connect some button to (22,32).

In that particular case, if say, a monster hit it, and you died by a block at that moment, it wouldn't kill chip.

Because chip's death value is 4 here, a fire tile will appear underneath (0,22), and a block will appear at (22,31)

If say, I was resetting the Chip's x value, and I hit a button at (21,x) connected to (I think)(8,32), an exit would appear underneath (8,0)

I hope that wasn't too confusing Tongue
<p>Proud owner of absolutely no untied bolds.
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Messages In This Thread
Designing a really insane level - by Michael - 14-Apr-2012, 12:07 AM
Designing a really insane level - by Hornlitz - 14-Apr-2012, 11:02 PM
Designing a really insane level - by Michael - 15-Apr-2012, 12:34 AM
Designing a really insane level - by Hornlitz - 15-Apr-2012, 1:33 AM
Designing a really insane level - by Michael - 15-Apr-2012, 1:35 AM
Designing a really insane level - by Hornlitz - 15-Apr-2012, 1:48 AM
Designing a really insane level - by Michael - 15-Apr-2012, 1:54 AM
Designing a really insane level - by ChipHome5 - 15-Apr-2012, 7:50 AM
Designing a really insane level - by Michael - 15-Apr-2012, 8:34 AM
Designing a really insane level - by ChipHome5 - 15-Apr-2012, 8:40 AM
Designing a really insane level - by Michael - 15-Apr-2012, 3:22 PM

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