<!--QuoteBegin-Epidemic+May 15 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ May 15 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dood, MSpaint doesnt have the feature. I think..second, thanks
Argh, I didnt know you could use that bar of space, arghh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> you can resize with image-stretch/skew
gah I'm getting tired lol post em all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://www.nailmaster.ru/flash/laser.swf' target='_blank'>http://www.nailmaster.ru/flash/laser.swf</a> is the *.swf for this game.
<a href='http://www.nailmaster.ru/config.txt' target='_blank'>http://www.nailmaster.ru/config.txt</a> for all the codes to every level. It also seems to determine how many levels there are.
<a href='http://www.nailmaster.ru/level*.txt' target='_blank'>http://www.nailmaster.ru/level*.txt</a>, where * is a number from 1 - 25 gives you what makes up the level.
Now, if we can figure out the syntax of the level*.txt files, I believe we can make our own levels for this thing!
<!--QuoteBegin-Umbraed Monkey+May 16 2004, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ May 16 2004, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now, if we can figure out the syntax of the level*.txt files, I believe we can make our own levels for this thing! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But that would be h4x!
Unfortunately, it seems that the big mass of numbers at the top is actually whitespace sensitive, meaning that you can't put some carriage returns between lines in order to make it more human readable. Ah well, I recommend that you use graph paper or something to plan out what you intend to create beforehand.
The fr basically specifies the direction for things that require it. As far as I can tell, the only things requiring a direction are the borders and one-way walls. For anything else, the fr can probably be set to whatever your little heart desires, but should probably be set to 0, just in case.
Border peices fr#=0& = Left Border fr#=1& = Upper Border fr#=2& = Upper Left Border fr#=3& = Upper Right Border fr#=4& = Right Border fr#=5& = Lower Border fr#=6& = Lower Right Border fr#=7& = Lower Left Border
One Way Walls (direction of POINT) fr#=0& = Left fr#=1& = Up fr#=2& = Left/Up fr#=3& = Right/Up fr#=4& = Right fr#=5& = Down fr#=6& = Down/Right fr#=7& = Down/Left
Finding the grid number =============== 16*row + column
How to give the player movable peices ========================= Find the line that looks like:
&anzo=N&
N is the number of peices you are allowing. You must specify every peice you are giving, as follows--
&o#=X&
# is the peice identifier. This must be sequential, beginning with 0, continuing on until N-1. X is the peice type. 1 is a mirror 2 is a splitter 3 is a refractor 4 is a double-sided mirror<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Proof of concept: <a href='http://mywebpages.comcast.net/Fieari/Laser/laser.html' target='_blank'>http://mywebpages.comcast.net/Fieari/Laser/laser.html</a> This is a level I designed from scratch. It is solvable, and I don't think it should be too difficult... granted, I made it, so of course I know what to do. Let me know how long it takes you to finish it...
If you want a completely blank level to futz around with, grab my <a href='http://mywebpages.comcast.net/Fieari/Laser/level2.txt' target='_blank'>level 2</a>. Or you can just use the original level 1, and get rid of the emitter and bulb like I did.
Comments
Argh, I didnt know you could use that bar of space, arghh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
you can resize with image-stretch/skew
BTW: A massive hit! As this game is so freaking addictive.
I'll get a screen shot in a second
There you go. Just fix the mirror orientation and level complete.
edit@tomorrow: underdog seems to have gotten 21.
edit: ok I got it
I need to update the list some maybye, well and haha this game really needs high I.Q
hm...interresting what happends when you finish the game on level 25..hm surprise?
[B]
Solutions and passwords for levels 4 - 17.
More will arive when i figure out these damm levels!
P.S. look at the clock, i was edicted
i would have finished it if i hadn't accidentally lost a mirror behind the DAMN BORDER, so i couldn't see it anymore
good find
<a href='http://www.nailmaster.ru/flash/laser.swf' target='_blank'>http://www.nailmaster.ru/flash/laser.swf</a> is the *.swf for this game.
<a href='http://www.nailmaster.ru/config.txt' target='_blank'>http://www.nailmaster.ru/config.txt</a> for all the codes to every level. It also seems to determine how many levels there are.
<a href='http://www.nailmaster.ru/level*.txt' target='_blank'>http://www.nailmaster.ru/level*.txt</a>, where * is a number from 1 - 25 gives you what makes up the level.
Now, if we can figure out the syntax of the level*.txt files, I believe we can make our own levels for this thing!
enjoy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
But that would be h4x!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How To Level Edit
Unfortunately, it seems that the big mass of numbers at the top is actually whitespace sensitive, meaning that you can't put some carriage returns between lines in order to make it more human readable. Ah well, I recommend that you use graph paper or something to plan out what you intend to create beforehand.
fs#=1& = Border
fs#=2& = Bomb
fs#=3& = Wall
fs#=4& = One-Way
fs#=5& = Blank
fs#=6& = Blank
fs#=7& = Blank
fs#=8& = Blank
fs#=9& = Blank
fs#=10& = Laser Gun
fs#=11& = Lightbulb
The fr basically specifies the direction for things that require it. As far as I can tell, the only things requiring a direction are the borders and one-way walls. For anything else, the fr can probably be set to whatever your little heart desires, but should probably be set to 0, just in case.
Border peices
fr#=0& = Left Border
fr#=1& = Upper Border
fr#=2& = Upper Left Border
fr#=3& = Upper Right Border
fr#=4& = Right Border
fr#=5& = Lower Border
fr#=6& = Lower Right Border
fr#=7& = Lower Left Border
One Way Walls (direction of POINT)
fr#=0& = Left
fr#=1& = Up
fr#=2& = Left/Up
fr#=3& = Right/Up
fr#=4& = Right
fr#=5& = Down
fr#=6& = Down/Right
fr#=7& = Down/Left
Finding the grid number
===============
16*row + column
<span style='font-family:Courier'>/0123456789ABCDEF
0----------------
1-..............-
2-..............-
3-..............-
4-..............-
5-..............-
6-..............-
7-..............-
8-..............-
9-..............-
A-..............-
B----------------</span>
How to give the player movable peices
=========================
Find the line that looks like:
&anzo=N&
N is the number of peices you are allowing. You must specify every peice you are giving, as follows--
&o#=X&
# is the peice identifier. This must be sequential, beginning with 0, continuing on until N-1.
X is the peice type.
1 is a mirror
2 is a splitter
3 is a refractor
4 is a double-sided mirror<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a level I designed from scratch. It is solvable, and I don't think it should be too difficult... granted, I made it, so of course I know what to do. Let me know how long it takes you to finish it...
If you want a completely blank level to futz around with, grab my <a href='http://mywebpages.comcast.net/Fieari/Laser/level2.txt' target='_blank'>level 2</a>. Or you can just use the original level 1, and get rid of the emitter and bulb like I did.