Hmm. Tried playing the demo, and so I'll share what I found.
×
I made a level with this enemy, the Laser Gun. It is stationary and its laser does not turn on until I bump into it.
However, the point of the game seems to be "consistency but unpredictability." As I understand, when making a level, there are a lot of unique things you can hardcode into a room to make all sorts of stuff happen in response to what the player does. I think it's meant to both surprise and puzzle the player. But all this was surmised from about 5 minutes of play.
It's basically another Boulder Dash clone, but most stuff has a trigger radius of 2 tiles, which is a bit unexpected.
The enemy was probably set up to activate when the player first Waits (represented by the 5 in the move history), I guess.
By the way, about the move history: It is generated as you move around. But it's not quite what you think; when you reset the room, you go back to move 0, but the history is retained, and it just overwrites older moves as you play it over. Let me try to show an example.
Click here to view the secret text
×Move direction is represented by Compass-face name. 5 is "
wait"
.
The numbers in parenthesis are the respective on-screen counters.
The bracketed move is in the red box (last move).
In a new room, let's say you move up twice, right twice.
(4) N N E [E] (4)
Wait, move downright.
(6) N N E E 5 [SE] (6)
Restart the room.
(0) [] N N E E 5 SE (6)
Move down.
(1) [S] N E E 5 SE (6)
Move down, left.
(3) S S [W] E 5 SE (6)
Reset, move W.
(1) [W] S W E 5 SE (6)
As you can see, at no point did we ever make the move sequence "
W S W E 5 SE"
, but due to how the move history is written, that's what it says. From any given move history, we can only infer that the moves up to and including the red box were played in sequence.
When the "
Killed by ___ at ___"
window appears, the fatal move is still in the red box. Note that if you use any key other than Esc to close the window, it will record the key you used after the fatal move before it resets the room, even if the key was something like CTRL (a key that normally does nothing and thus is never recorded except for when you close a window).
So to decipher the screenshot, the player moved south twice and waited. The player died when he waited. The moves after that are just from previous attempts at the room.
The max level size is 29x21. Coordinates are (x,y) starting with (1,1) as the upper left tile in the editor, even if that tile is outside the level (so if you built a 5x5 room in the middle of the editor, its coordinates will start at (13,9)). Levels up to 22x15 in size will be scaled to fit the screen. Oddly enough, there is a "
Fill
23x15 room"
option in the editor.
EDIT: It's also worth noting MESH's reprogrammability. When editing levels, you can open a C editor that lets you redefine the classes of the objects in your level set to behave in different ways. In this aspect, MESH is almost a "
game
engine"
.
What I'm trying to say here is that depending on the levelset, lasers may act completely differently from what I stated in the first paragraph.
I still can't guess what you did to the screenshot. I have a gut feeling we could figure it out just with the information we already had (it seems to be a "
But I felt like playing the game, and so I posted what I found just in case we did need more information on the game.
Also known as ExpHP everywhere else.