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50x30~0*177*2KK{*1322*~1,145,739,0,0,Right~1~1~My%20Level
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50x30~0*117*2A0*1382*~1,84,773,0,0,Right~1~1~My%20Level
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50x30~J{*1296*0*30*~1,52,773,0,0,Right|12,51,839|6,181,745|10,180,788~1~1~My%20Level
This grid effect is caused by empty tiles, or tiles that exist but have manually had their identities ripped, leaving the level with only the knowledge of the tile's existence. This could perhaps be used (especially as seen in the second one) for a window perhaps…
This next one is the auto tile placer. I attempted to merge tiles, but have determined that what should merge tiles instead produces this:
Before "Merge"
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50x30~0*145*2K5d0*1354*~1,120,725,0,0,Right~1~1~My%20Level
After "Merge"
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50x30~0*145*2K5d*1354*~1,120,725,0,0,Right~1~1~My%20Level
Weird, huh? What's even cooler is that you can then erase the tiles you don't want and keep the ones you want. This is particularly useful if you want to make a block maze or want to do the back wall of a castle and don't want to deal with the hassle of placing all the tiles. And, if you extend the grid size, more tiles won't be produced. Of course, this has limitations, but perhaps somebody more skilled than I with this stuff will be able to contain this within a certain number of grid blocks, making it immensely more manageable.
I will post more as I fool around with this some more…feel free to post any you come up with.


