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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Zemmargorp on August 25, 2014, 12:29:28 pm

Title: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 25, 2014, 12:29:28 pm
Hi, everyone !

Today, after approximately one month of work, I'm pleased to present you BOULDASH, a Boulderdash clone, one of my favorites games. It runs at 6 MHz, uses animated sprites, let you chose between level packs, reads levels (appvars) from archive (without unarchiving), takes less that 4000 bytes, and should be bug-free !

Quote from: Wikipedia
The game's protagonist [...] must dig through caves, [collecting diamonds to unlock the exit], while avoiding [moving creatures] as well as obstacles like falling rocks, and the constant danger of being crushed or trapped by an avalanche, or killed by an underground explosion.

(http://img11.hostingpics.net/pics/477200UNDERGROUND.gif) (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg392181/#msg392181)(http://img11.hostingpics.net/pics/389302FREEFALL.gif) (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg394026/#msg394026)Download here ! (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg392181/#msg392181)

To play the game :
- use the arrow keys to move
- [ENTER] to suicide while playing
- [CLEAR] at anytime to quit


Working on a level editor... beta version here (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg394230/#msg394230).

The game is almost finished, and already playable. I'm still working on it : I'd like to port it to assembly, to add a bar at the bottom of the screen with time and diamonds counter, to add new objects, and to change other little things. Once the game finished, I'll probably publish the code source. Currently, it's unreadable : I mixed Axe and assembly (though it's possible to make the game in pure Axe), nothing is commented, and I optimized the code everywhere.

You can ask me any question, tell me what you think of it, and send me ideas of features to add (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg393381/#msg393381)/improve.
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 26, 2014, 08:43:44 am
I hope you've not waited too long  ;) !

Here's the first version of the game, with a demo level pack and a real level pack, for less than 5400 bytes ! I'm still working on new levels (you'll probably like them), and a level editor. I'll then work on the game, but as you can see on the screenshots, it's already fully playable.

Waiting for your feedback...


EDIT : Sorry for the two people who downloaded UNDERGROUND, but the final level was missing ! I re-uploaded it. Have fun !

EDIT 2 : Game's update and new level pack here (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg392362/#msg392362).

EDIT 3 : If you want to play FREEFALL, check this link (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg392181/#msg392181).
Title: Re: [Axe/Asm] BOULDASH
Post by: Matrefeytontias on August 26, 2014, 08:45:00 am
That looks nice :D so if I understand correctly, that's Axe with bits of ASM in it, and you want to eventually redo it entirely in ASM ?
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 26, 2014, 08:55:51 am
That looks nice :D so if I understand correctly, that's Axe with bits of ASM in it, and you want to eventually redo it entirely in ASM ?

Thanks ! You're good at finding great games  :P

Yes, made in Axe, with parts in assembly. I started by writing the game in Axe, and then I added some parts in assembly (such as the code to search level packs through the VAT, the code to load a level and decompress it, etc.). I think I saved 1000 bytes by writing some parts to assembly.

And I'd like to translate the full code in assembly, to save some more bytes. It'll also improve the speed of the game, which is required if I want to add some new features to the game.
Title: Re: [Axe/Asm] BOULDASH
Post by: Matrefeytontias on August 26, 2014, 08:57:41 am
That looks nice :D so if I understand correctly, that's Axe with bits of ASM in it, and you want to eventually redo it entirely in ASM ?

Thanks ! You're good at finding great games  :P
What is that supposed to mean ? :P

Also about ASM, well good luck with it, 'cause it doesn't seem like an easy deal.
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 26, 2014, 09:08:21 am
Thanks ! You're good at finding great games  :P
What is that supposed to mean ? :P

Also about ASM, well good luck with it, 'cause it doesn't seem like an easy deal.
Try the game, you'll see ! ;D

Well, I don't know why it would be hard... There's only 6346 bytes of code, which isn't so complicated, and half of it is already in assembly ! If I can't translate a part of the code, I would still be able to decompile Axe's code to assembly and then use it.
Title: Re: [Axe/Asm] BOULDASH
Post by: ClrDraw on August 26, 2014, 09:39:59 am
This looks cool :) have you tried making the sprite turn to face the direction its going?
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 26, 2014, 09:45:22 am
This looks cool :) have you tried making the sprite turn to face the direction its going?

Thank you ! I haven't tried yet, it's on my to-do list. I'll maybe chose to redraw another sprite, symmetrical this time : it should be easier than changing the way the display works. I'll see...
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on August 26, 2014, 11:07:20 am
Looks very nice. Since there is already another Boulder Dash game for the TI-83+ you definitively need to make sure to include new features that stand out from the others and make it compatible with 6 MHz calcs to give people a reason to choose your game instead of Jimmy Mardell's. It looks very nice so far and gameplay too so it's a good step in the right direction.

Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (it was originally for the TI-82, 83, 85 and 86)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 26, 2014, 12:26:01 pm
Looks very nice. Since there is already another Boulder Dash game for the TI-83+ you definitively need to make sure to include new features that stand out from the others and make it compatible with 6 MHz calcs to give people a reason to choose your game instead of Jimmy Mardell's. It looks very nice so far and gameplay too so it's a good step in the right direction.

Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (http://www.ticalc.org/archives/files/fileinfo/109/10951.html) (it was originally for the TI-82, 83, 85 and 86)

Thank you !

Let's see this other clone... Hey, it's well made ! A bit slow, though. And it looks a bit more retro than my version of the game. It says made by Jimmy Mardell and Sam Heald... this name rings me a bell ! It's the man who made Super Mario for z80 calculators. Definitely, he worked on good games !

Yes, I'll include new features, and I've already thought of some. (If anyone has ideas, submit them !) Providing a level editor, for instance, is a good point. By the way, my game runs at 6 MHz, so it's already compatible with TI-83+.
Title: Re: [Axe/Asm] BOULDASH
Post by: aeTIos on August 26, 2014, 12:45:10 pm
I should pick up the BoulderDash version for NES. It seems like a fun game. I still want Bubble Bobble, though :P But it's expensive :x
Title: Re: [Axe/Asm] BOULDASH
Post by: Eiyeron on August 26, 2014, 12:47:39 pm
I should pick up the BoulderDash version for NES. It seems like a fun game. I still want Bubble Bobble, though :P But it's expensive :x


I missed it, it was at 30€...

I remember playing Boulder on FX-9860, this one looks fine too!
Title: Re: [Axe/Asm] BOULDASH
Post by: Sorunome on August 26, 2014, 03:31:38 pm
Don't say something was bugfree, just say instead that there are no known bugs :P

Anyways, judging from the screenies, this is looking nice :D
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on August 26, 2014, 09:48:07 pm
Looks very nice. Since there is already another Boulder Dash game for the TI-83+ you definitively need to make sure to include new features that stand out from the others and make it compatible with 6 MHz calcs to give people a reason to choose your game instead of Jimmy Mardell's. It looks very nice so far and gameplay too so it's a good step in the right direction.

Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (http://www.ticalc.org/archives/files/fileinfo/109/10951.html) (it was originally for the TI-82, 83, 85 and 86)

Thank you !

Let's see this other clone... Hey, it's well made ! A bit slow, though. And it looks a bit more retro than my version of the game. It says made by Jimmy Mardell and Sam Heald... this name rings me a bell ! It's the man who made Super Mario for z80 calculators. Definitely, he worked on good games !

Yes, I'll include new features, and I've already thought of some. (If anyone has ideas, submit them !) Providing a level editor, for instance, is a good point. By the way, my game runs at 6 MHz, so it's already compatible with TI-83+.
Yeah since it's by Jimmy Mardell, this means that when the guy released that TI-83 Boulder Dash clone, the Super Nintendo and Sega Mega Drive were still in production and the Nintendo 64 had just come out. In addition to that, Z80 calcs were not as documented as they are today. As a result, yeah a lot of older games are much slower than newer ones despite the fact there isn't much going on at once on on the screen. :P But back in the days, it's incredible how close to real console games calc games were compared to today O.O
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 27, 2014, 05:03:56 am
Don't say something was bugfree, just say instead that there are no known bugs :P

Anyways, judging from the screenies, this is looking nice :D

I wrote it should be bug-free ! There are no known bugs, that's true, but it should be bug-free because I seriously analysed each part of the program, doing instructions step-by-step for some on a emulator, and now I can't see how the game could crash one's calc (except if, of course, the level pack is faulty). There may also be minor bugs, but I made several tests and looked deeply at the code, and I didn't found anything.

Whatever, thank you for the feedback  ;) !
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on August 29, 2014, 09:46:40 am
Small update : I saved some bytes (no other change), and here's also a new level pack, a bit hard : TERRIERS (compatible with the previous version, as there was no major change). I'm still working on the level editor !


EDIT : 6 downloads of the game so far, in a few days ! That's not bad ! I had time to compress this new level pack in RLE by hand, and saved 169 bytes. (Don't worry, I tried it right after, and it appears that I didn't do any mistake  :D). I updated the download link. Sorry for the two people who downloaded it before  ;D...
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 03, 2014, 10:13:58 am
Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (http://www.ticalc.org/archives/files/fileinfo/109/10951.html) (it was originally for the TI-82, 83, 85 and 86)

I found another Boulderdash clone, called Repton (http://tiplanet.org/forum/archives_voir.php?id=468), but which doesn't work on my calculator... It makes it crash. That's a shame, because the game looked great, and also had a level editor. EDIT : It's not really a Boulderdash clone, as it's in fact a Repton clone, but Repton is a Boulderdash clone, so... never mind.
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 03, 2014, 10:48:19 am
Interesting, I didn't know that one existed, probably due to the name change. Since it was made by Benryves it's probably for older OSes and shells. I remember for example that ARPGCs like Star Wars or Legend of Zelda: Hero of Hyrule only worked properly on Ion 1.4 and OS 1.12. In other setups they would crash half of the time on exit.

Also I'll give your game a try when I have some time. :)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 03, 2014, 11:06:36 am
Interesting, I didn't know that one existed, probably due to the name change. Since it was made by Benryves it's probably for older OSes and shells. I remember for example that ARPGCs like Star Wars or Legend of Zelda: Hero of Hyrule only worked properly on Ion 1.4 and OS 1.12. In other setups they would crash half of the time on exit.

Also I'll give your game a try when I have some time. :)

Here it doesn't crash on exit, but just after displaying the level - I wasn't able to move the player. But I don't have any older OS (than 1.19) ! And I don't think it's possible to downgrade TI's OS, I read somewhere they added a security, but I can't remember in which version... The best thing to do would be to update the game, since its source code is included (in z80 assembly), although I can't do it since I don't know anything about changes between OS versions (maybe the BCALLs' addresses ?), and I would lack of time.

Thanks ! Then I recommend you to play the levels in the following order (increasing difficulty) : DISCOVER to discover the game (but if you already knows Boulderdash well, you won't need it), UNDERGROUD (which has real levels), and finally TERRIERS (where you can find more enemies).
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 03, 2014, 11:08:57 am
It is possible to downgrade if you have a regular 83+, but the OS files are harder to find if you don't search well. It takes a long while to downgrade/upgrade, though (about 10 minutes with a silverlink and 30 with a serial cable)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 06, 2014, 10:12:24 am
I'm currently thinking of what to add in the next versions of the game. Here are some ideas, tell me what you think of these, or if you have any other idea. (Note : the way the game works, only 5 different new objects could be added.)
What do you think of these ? Any other idea ?


Otherwise, I'm working on a level editor for Windows, which will generate .8xv files (and will be able to read them !). I've stopped making the TI-83+ version because of some problems, but I might work on it again later.
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 11, 2014, 11:13:46 pm
For speed issues you could always try to ask for some advice in the Axe section, as some people might be able to help you find coding alternatives that could help you speed the game up while still using Axe. Moving walls seems like a cool idea if that won't slow the game down too much (although slowing down isn't that much of an issue, it's more key responsiveness that needs to remain good). WOuld moving walls crush you? I haven't played the original in ages.


Also a level editor would definitively be great :D
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 13, 2014, 09:21:12 am
For speed issues you could always try to ask for some advice in the Axe section, as some people might be able to help you find coding alternatives that could help you speed the game up while still using Axe. Moving walls seems like a cool idea if that won't slow the game down too much (although slowing down isn't that much of an issue, it's more key responsiveness that needs to remain good). Would moving walls crush you? I haven't played the original in ages.

Also a level editor would definitively be great :D

For the time being I don't have any speed issue, but when I'll add moving walls and other blocks I'll need to add a loop to check all blocs before each frame : I'm quite sure the game will be slowed down a lot (especially for big levels which don't fit in the screen and need to be scrolled). And currently, the game is highly optimized and I don't see any other way the code could be organized, so I'll need to write the game in assembly. (And the code is so optimized that no one but me can read and understand it !)

By the way, I have other reasons to make it in assembly : first, it'll save some more bytes (I've already saved 1000+ bytes by writing some parts in assembly), and moreover, the code will be more readable, because currently I have a lot of ugly and unreadable parts in the code such as Asm(0A5E93D8D60CD00303230A5E...).

No, moving walls won't crush you - they just fill free space, and it's annoying because you can't go through them (and if you manage to explode some of them, they'll be regenerated). I'm still working on the level editor, for Windows, which will work with 8XV files. I've done approximately 40% of the work. It'll perhaps be ready for next month...
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 14, 2014, 12:14:49 am
Aah I see. That said if you can manage to learn ASM and do games in it it would be very great. There aren't many ASM coders around since many people are more comfortable with more verbose languages. There are even Axe coders who know ASM but still use Axe because they find it easier to code, while some don't mind the difference that comes with how ASM code looks like.
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 14, 2014, 11:58:19 am
Still thinking of what to add in the next versions of the game. Here are some ideas... tell me what you think of them.
The problem I have, now, is that these are 6 ideas, whereas I can only add 5 objects to the game. What do you think ? Which is the least useful ? Should I add a pool poll to this topic ?
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 14, 2014, 03:57:54 pm
Just don't make time limits extremely tight like in Crystal Towers 2 where you had to play the game frame by frame to beat a level. Lava would be nice too.
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 20, 2014, 09:45:21 am
Just don't make time limits extremely tight like in Crystal Towers 2 where you had to play the game frame by frame to beat a level. Lava would be nice too.
Yes, don't worry, I'll put large time limits in my levels. And people will be able to choose the time available for each level in the level editor, so they'll be able to adapt the time to the level's difficulty. By the way, I could maybe add a difficulty mode which then requires to collect more diamonds in less time... Anyway, these features aren't for right now ! I'll take ages to convert the game in assembly, and then to add them, especially with school !

I'm still working on the level editor (Windows only), but I'm having some problems with my computer so it'll be delayed.
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 20, 2014, 01:02:08 pm
Will it be finished before my kids turn 65 years old, though? (I don't have kids right now :P)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 20, 2014, 01:20:59 pm
Will it be finished before my kids turn 65 years old, though? (I don't have kids right now :P )
I don't have the slightest idea... (Well, in theory, I should be able to finish it in less than 65 years.)

I've currently paused the development of the game, as I'm working on the level editor (and there's school).
I could then try to do some changes before trying to translate the code in assembly, because this step will require time.
However, I consider the game is nearly finished : the only things to add would be some new items and the time limit.
But if you want to see lava/amoeba/moving walls, then there's one thing for sure : you'll have to wait  ;) !
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 26, 2014, 01:39:28 pm
Will it be finished before my kids turn 65 years old, though? (I don't have kids right now :P )
But if you were talking about the level editor, I can answer you : yes, without any doubt !
I've done significant progress in the coding. I've maybe done around 65% of the code.
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 27, 2014, 10:27:57 am
Awesome to hear :D
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 27, 2014, 12:42:51 pm
If you've played (and finished) all the levels I currently made, then here's another one !

(http://img11.hostingpics.net/pics/389302FREEFALL.gif)
It's FREEFALL (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/?action=dlattach;attach=18112). You already saw it on the first post.

I was asking myself if I should share it or not, because this single level is impossible.
And why not. There are no lives, and you have to collect as many diamonds as you can.

My personal high score is to get all the diamonds but 2, without dying, of course.
Can you beat it ? Well, you can always try. It just requires a lot of training.

If you're tired of always playing the same levels, then good news : I've done 75% of the level editor.
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on September 27, 2014, 09:29:50 pm
Hmm interesting level. It's actually like some other games like Starcraft where you can pretty much build new games out of another just by making a custom level. :P
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on September 28, 2014, 11:57:35 am
Hmm interesting level. It's actually like some other games like Starcraft where you can pretty much build new games out of another just by making a custom level. :P
Yes, that's true. It's very interesting, and I'm sure there are many other kinds of level to discover.



I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
When it'll work, I'll probably release a first version with some minor bugs, and then another one a bit later without any issue.

And as the editor will be for Windows, I can add interesting features that I wouldn't be able to put in a calc version, because they require complex memory manipulations, such as the ability to duplicate/remove levels, to change their order, to easily insert/remove columns and lines of objects inside any level and anywhere. I can't wait for it to be finished !
Title: Re: [Axe/Asm] BOULDASH
Post by: chickendude on September 29, 2014, 07:11:50 am
The Freefall level is really cool, nice work!
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on October 01, 2014, 12:30:10 pm
The Freefall level is really cool, nice work!
Thanks ! And here are the good news : you'll now be able to create yours !

I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
Surprise ! For my 100th post, I've finally been able to make a first version of the level editor.

It's quite buggy, some features are missing (like resizing levels), but one's can create level packs. I'll improve it as soon as I can. I've tried it ; it works, so that's great. It's Windows-only, and requires the following DLLs in the same folder to work correctly : VB6FR.DLL, and MSVBVM60.DLL. You can find them easily on the web.

I've included ALL the levels I made previously for two reasons :
- the editor was able to save more bytes on compression, which is great !
- as I wrote them by hand, I locked them against modification to avoid crashes on edit. I've now checked their safety, and unlocked them for edition.

If you try the level editor, please notify me of important bugs and problems you encounter with it. Also, don't forget to share your own levels in this topic, I'll be happy to try them !
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on October 01, 2014, 01:22:00 pm
EDIT: Nvm I was on the wrong topic page >.<

Anyway I'm gonna download this now so I can try it later. :)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on October 02, 2014, 01:37:57 pm
EDIT: Nvm I was on the wrong topic page >.<

Anyway I'm gonna download this now so I can try it later. :)

Thanks !
If you make interesting levels, please share them !
I'll be glad to try levels I haven't created !
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on October 07, 2014, 01:00:35 pm
-Bouldash (by Zemmargorp) http://www.omnimaga.org/ti-z80-calculator-projects/ (http://www.omnimaga.org/ti-z80-calculator-projects/)
(http://xlib.mtv-music-generator.com/bouldash.png)
Back in 1997, the TI community was rocked by Jimmy Mårdell's many calculator games, including a Boulder Dash clone. 17 years later, Zemmargorp comes up with another clone, featured animated graphics and faster speed. A level editor is also available.

Thanks for recommending my game  :D
By the way, shouldn't the link be http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/ (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/) ?
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on October 07, 2014, 01:56:02 pm
No problem :) and I am fixing the link now
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on October 13, 2014, 01:30:52 pm
Now working back on the level editor. (I'll work on the game later, if I have the time.)

You can find the first version here (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg394230/#msg394230), which I'm improving on some points. Here's my current todo list :

20 downloads of the game so far ! Great !
Title: Re: [Axe/Asm] BOULDASH
Post by: DJ Omnimaga on October 22, 2014, 12:04:23 pm
I'll try the editor when I have some time. :)
Title: Re: [Axe/Asm] BOULDASH
Post by: Zemmargorp on October 23, 2014, 10:12:56 am
I'll try the editor when I have some time. :)
Thank you :)

Then you should use the version of the editor I'm currently working on (link below). I've improved a bit the first version (http://www.omnimaga.org/ti-z80-calculator-projects/(axeasm)-bouldash/msg394230/#msg394230). I made some little bug-fixes and minor changes, and added the ability to resize levels ! Before, they had to be of size 20x16.

As I didn't write any documentation on how it works now, I'm gonna write it here because it's not very clear in the program :
- The editor requires VB6FR.DLL and MSVBVM60.DLL to run.
- Before starting making levels, you absolutely need to do "File -> New", or the program will be locked.
- When you edit a level, there's a toolbar with every item of the game (air, ground, diamonds, boulders, walls, player, monsters, ...) plus two other tools, at the bottom of the toolbar. The second one doesn't do anything for now, and the first one (which looks like an array) serves to resize a level. Select it, and then move the mouse over the level : when a green line appears, click to insert a new column, and when a red rectangle appears, click to remove the column highlighted. Hold on CTRL to use it for the rows.
- Don't forget levels must be at least 12x8, and shouldn't contains more than 768 boxes (768 because of L1, L3, and L6's size), otherwise, the editor will refuse to resize the level. Also, you won't be able to put more than 30 enemies.
- To see how it works, you can also try to edit levels I've already made (they're in the zip). Have fun !