You know those labyrinth things? The ones where you tilt the thingy around to get the ball to go around holes? OK, well imagine a 2D computer game version of that. Where all of the platforms rotate separately. And you can only rotate the one that the ball touched last.
Download for Windows: http://tesselode.110mb.com/games/tilt-windows.zip
Download the source (requires Love to run): http://tesselode.110mb.com/games/tilt-source.zipHow to play: hold down the left mouse button and move the mouse to rotate platforms. Get the ball to the green square. Don't go past the left, right, or bottom edge of the screen.
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Level making guideHey guess what, in the current release, you can make levels!
First create a text file in the "custom" folder with the file extension ".tilt". Then start typing in it!
(The "custom" folder is in %appdata%/love/tesselode_tilt on Windows and ~/.love/tesselode_tilt on Linux.)
Each line is a different object. The syntax is as follows:
[x position],[y position],[object type],[parameters for object separated by commas]
The different object types:
-"ball" - the ball you have to guide to the goal (no parameters)
-"goal" - the goal you have to guide the ball to (no parameters)
-"spike" - spike balls. Don't touch these! (no parameters)
-"wall" - uninteractive wall thingy. (no parameters)
-"platform" - a rotatable platform. This can have one or more sets of 4 parameters, each of which represents a rectangle that makes up the platform. The parameters are, in order: relative x position, relative y position, width, and height.
-"spring" - the ball bounces when it lands on one of these. (no parameters)
-"jet" - an air jet that pushes the ball around. Has 1 parameter, which is one of four directions, "left," "right," "up," or "down."
Tips:
-The size of every level is 800 by 600 pixels.
-Don't let platforms rotate too far off the screen. Otherwise they might stop rotating.
-Try not to let platforms collide with each other. Bad stuff isn't guaranteed to happen, but weird stuff might.
-All the shapes on a platform should touch each other. We don't want floaty shapes.
-Walls, spike balls and springs all have a size of 30x30 pixels.
Feel free to post level designs in this topic! I would like people besides me to design some levels for the final version of Tilt, since that will probably make the game more interesting.