Simple Level

From BlinkenSisters

Each level has at least 2 basic files, namely the configuration file (levelN.conf) and the level layout file (levelN.dat).

Level configuration

The file is always named levelN.conf, where N stands for the level number.

It basically looks like this:

bg=level1.jpg
snd=menuMusic.ogg
tiles=bathtiles.bmp
leveldata=level1.dat
leveltime=90


The tags in detail are:

  • bg=level1.jpg - Background picture (should be jpeg or bmp format). Picture must be at least 640x480 pixels in size.
  • snd=menuMusic.ogg - Background music (should be ogg/vorbis format. Also supported is WAV; mp3 is a proprietary codec which would require a license)
  • tiles=bathtiles.bmp - Image with the Level-Tiles. Image should be BMP (Jpeg is supported; due to lossful compression it looks bad, though). Image is expected to be exactly 32 pixels in width and a multiple of 32 pixels in height. Every 32x32 pixel part is one specific kind of tile.
  • leveldata=level1.dat - Definition, where to load the level layout.
  • leveltime=90 - The time in which the level must be solved (in seconds) (0 = no time limit). While time-limits are currently not supported, every level must have this tag in order for future compatibility.

Optional:

  • magictile=3:1 - If this option is set, tiles of the first type, here "3", magically change to a tile of the second type, here "1", as soon as the Player touches the tile the first time. For example, tiles of type "3" could be invisible tiles which change to visible tiles after first contact.
  • # - Comments are allowed if the line starts with "#".

Level Layout

A common layout looke like this:

Image:levellayout.jpg

Every character is a tile of 32x32 pixels in size. The characters have the following meanings:

+ ... Start point. Here starts the player (Blue)

- ... End point. After collecting the pixels, the player must arrive here. (Red = not all pixels collected / Green = Player can exit)

~ ... Optional special tile which becomes the start point after the player touches the tile. Use it in large levels to avoid the player to be back to square one whenever he loses a live.


# ... A pixel. You have to collect all pixels to solve the level.

P ... A power pixel. Must be collected; scares blue datenkraken away

* ... A bonus live.

$ ... Ponus points


A ... Monster (the brown Datenkrake)

B ... Monster (the blue Datenkrake)

C ... Monster (the yellow Datenkrake)

D ... Monster (the Eye-Monster)

E ... Monster (the Buggy)


1-9 ... Different wall types (tiles) - Availability depends on the tiles-setting in config


NOTE: Do NOT use tabs; always use spaces!

HowTo create your own Level

If you want to make a new Level, the easiest way is to edit level1.dat in the "Default-AddOn BlinkenSisters-Folder" in your home-directory (/home/username/.lostpixels/V0.5.1/ADDON/LostPixels or ~/.lostpixels/V0.5.1/ADDON/LostPixels for Linux / Unix and MacOSX, something like C:\Dokumente und Einstellungen\Username\Eigene Dateien\BlinkenSisters\V0.5.1\ADDON\LostPixels for Windows).

If you update the game (for example using SVN), make sure you have a backup of your new Level, since the content of the "Default-AddOn BlinkenSisters-Folder" in your home-directory may be replaced without warning.


If you want to use scripting, a differnt background-music or -picture or a different tileset, you have to edit level1.conf.

Take a look at the pictures in the BlinkenSisters-Folders - if you want to add files, just place them in the "Default-AddOn BlinkenSisters-Folder" in your home-directory.


When you're done, send your new Level to teamatblinkensisters.org - we'll add it to the next release. :)

If you want us to publish the Level, we will do so using the GNU General Public License (GPL) - If you use new sounds or graphics, please make sure they all have an appropriate license!