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Created June 8, 2022 18:58
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Dimension Box (PuzzleScript Script)
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
Title Dimension Box
Author Loneship Games
homepage Press X to start | Press R to restart level
(color_palette 2)
run_rules_on_level_start
text_color orange
background_color purple
again_interval 0.1
========
OBJECTS
========
background1
#242642 darkblue
10111
10111
10111
00000
10111
pl_l € (wat)
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
.22..
.2213
41113
.002.
.5.5.
pl_r @
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
..22.
3122.
31114
.200.
.5.5.
climb_l
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
.22..
.221.
41113
.0023
.5.5.
climb_r
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
..22.
.122.
31114
3200.
.5.5.
jump_l
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
.22..
.2212
41113
50003
....5
jump_r
#ff0000 darkred orange #c0c0c0 lightgrey #af1212
..22.
2122.
31114
30005
5....
gun_r
lightgrey
.....
0....
0....
0....
.....
gun_l
lightgrey
.....
....0
....0
....0
.....
sight
transparent
sightgraphic
red darkred(#173fd0)
.....
.....
10001
.....
.....
wall1 #
grey
wall2 %
darkgrey grey lightgrey #aeb5ba
22233
11111
11111
1.1.1
.1.1.
wall3 ↕
grey lightgrey #aeb5ba
.201.
22201
22201
.201.
.201.
wall4 …
grey lightgrey darkgrey #aeb5ba
11111
31313
20003
20003
.203.
wall5 \
grey
00000
00000
00000
.0000
..000
wall6 /
grey
00000
00000
00000
0000.
000..
(wall5 \
darkgrey grey lightgrey
21000
.1102
.1111
..110
....0
wall6 /
darkgrey grey lightgrey
00012
2011.
1111.
011..
0....)
wall7 ≠
grey lightgrey #aeb5ba
..11.
11001
00220
22222
..22.
wall8 –
grey lightgrey #aeb5ba
11122
10002
00000
00000
00000
wall9 «
grey lightgrey grey orange #e33415 #e3641f
.201.
22201
22201
52013
52015
wall10 ¡
grey lightgrey blue #5651e1 #a19fd0
13231
14341
01110
00000
00000
wall11 n
darkgrey grey lightgrey #aeb5ba
22233
11111
11111
1...1
.....
wall12 u
grey lightgrey #aeb5ba
22001
22001
22001
22001
22001
spawner w
grey lightgrey #aeb5ba black
22001
22001
22001
20111
23331
crate O
#e8ae00 brown #7a5d04
00000
01120
01220
02220
00000
box 0
lightblue #586190 #313c74
00000
01120
01220
02220
00000
ball •
#4224a3 #719cf9 white #3d46ce #5a83f2
.411.
34121
03444
00333
.000.
inv +
yellow darkblue
01110
11111
11111
11111
01110
inv_l
yellow grey darkblue
11110
11110
11112
11110
11110
inv_r
yellow grey darkblue
01111
01111
21111
01111
01111
shoot_gr
blue
.....
.000.
.000.
.000.
.....
goal ♥
black green lightgreen darkgreen #128700 #0e6900
23532
50005
40004
10001
20002
but_a
blue lightgrey
.....
.....
.....
.....
.000.
door_a
blue lightblue grey
.111.
00100
00000
00200
.222.
open_a 1
blue
00.00
0...0
.....
0...0
00.00
door_a_open ⁄
blue
.000.
0...0
0...0
0...0
.000.
float -
#e8ae00 brown #7a5d04 #c1cc13 #96670d #0f518d
00000
01120
31243
53335
.555.
(white lightgrey #9484dd #a1a1c7
22222
23332
31113
.000.
.....)
exp1
orange darkred lightgrey yellow
.....
.333.
.333.
.333.
.....
exp2
red
.0.0.
.....
0...0
.....
.0.0.
mine *
black red darkred #292929 darkgrey
34343
.000.
00100
.000.
0.0.0
fire1
yellow red
..0..
..00.
.010.
01110
.000.
fire2
yellow red
..0..
.00..
.010.
.000.
.....
dead
red
lava1 ~
orange #e33415 #e3641f (orange: #f08518)
.....
00000
02002
20220
21212
lava2 ≈
orange #e33415 #e3641f
01101
10110
11001
01101
10010
rest
transparent
sfx
transparent
roll_r
transparent
roll_l
transparent
resting
transparent(
red
.....
.....
.....
.....
..0..)
ladder =
brown
00000
0...0
00000
0...0
0...0
preview
red
00..0
....0
.....
0....
0..00
temp
transparent
=======
LEGEND
=======
player = pl_r or pl_l or jump_l or jump_r
player_r = pl_r or jump_r
player_l = pl_l or jump_l
wall = wall1 or wall2 or wall3 or wall4 or wall5 or wall6 or wall7 or wall8 or wall9 or wall10 or wall11 or wall12 or spawner
lava = lava1 or lava2
solid = wall or crate or door_a or player or climb_l or climb_r or float or mine or box or ball
collectible = crate or float or box or mine or ball
background = background1
nonsolid = inv or inv_l or inv_r or goal or but_a or open_a or door_a_open or ladder
falling = pl_r or pl_l or crate or box or ball
graphic = shoot_gr or fire1 or fire2 or exp1 or exp2 or dead
_=background1
!=but_a and sfx
µ=lava1 and wall3
jump = jump_l or jump_r
flammable=player or crate or float
button = but_a
door = door_a
=======
SOUNDS
=======
startgame 49438308
endlevel 53142903
fire1 create 70917104
exp2 create 82533702
exp1 create 69396702
sfx0 65298905(47423103)
sfx1 96479501(59798502)
sfx2 16586306(72344702)
sfx3 94353707
jump create 67900504
(65349502)
(41032902)
================
COLLISIONLAYERS
================
background
nonsolid
solid
lava
sight
sightgraphic, preview
temp
graphic
rest, sfx
gun_l,gun_r
roll_r
roll_l
resting
======
RULES
======
[goal no rest] -> [goal rest]
[rest] [player] -> [ ] [player]
[rest] [graphic] -> [ ] [ ]
[rest] -> restart
down [> player|solid no collectible] -> cancel
(graphical things)
[shoot_gr] -> [ ] again
[dead] -> [ ] again
late [mine|exp2] -> [exp1|exp2] again
[exp2] -> [ ] again
[exp1] -> [exp2] again
[fire2] -> [ ] again
down [ |fire1] -> [fire2| ] again
right [no inv_l|inv|no inv_r] -> [inv_l|inv|inv_r]
(deadly tiles)
(down [falling|mine] -> [falling|exp1] again)
[flammable|exp2] -> [fire2|exp2]
down [ |flammable lava] -> [fire1|lava] again
(buttons)
[door_a open_a] -> [open_a]
[open_a] [but_a no solid] -> [door_a open_a] [but_a]
[button solid sfx] -> [button solid] sfx2
[button no solid no sfx] -> [button sfx] sfx2
(reverse buttons)
[door_a_open no solid] -> [door_a_open door_a]
[door_a_open door_a] [but_a no solid] -> [door_a_open] [but_a]
(falling)
down [stationary falling|no solid] -> [down falling| ] again
(cascading)
[roll_l ] -> []
[roll_r ] -> []
[resting] -> []
down [falling|wall] -> [resting falling|wall]
down [falling|resting] -> [falling resting|resting]
right [resting ball|no solid] -> [resting ball roll_R| ]
right [no solid|resting ball] -> [ |resting ball roll_L]
down [ball|roll_l] -> [left ball|roll_l] again
down [ball|roll_r] -> [right ball|roll_r] again
[> ball|solid] -> [ball|solid]
(getting crushed)
down [> falling|no solid|player] -> [ |falling|dead]
down [> flammable|no solid|mine] -> [ |fire2|exp1] again
down [> falling|no solid|mine] -> [> falling| |exp1] again
(climbing animation)
[climb_r] -> [right pl_r]
[climb_l] -> [left pl_l]
(again insurance)
[moving player] -> [moving player] again
(turning)
[right pl_l] -> [pl_r]
[left pl_r] -> [pl_l]
(ladders)
[jump_r ladder] -> [pl_r ladder]
[jump_l ladder] -> [pl_l ladder]
(jumping)
[up jump_r] -> [down pl_r]
[up jump_l] -> [down pl_l]
down [up jump|solid] -> [|solid]
[moving jump_r] -> [moving pl_r]
[moving jump_l] -> [moving pl_l]
down [up pl_r|solid] -> [up jump_r|solid]
down [up pl_l|solid] -> [up jump_l|solid]
(climbing 1 block)
right [up pl_r|solid] -> [up climb_r|solid] again
left [up pl_l|solid] -> [up climb_l|solid] again
(placing items)
right [action player_r|sight] [inv collectible] -> [player_r|sight collectible] [inv] sfx1
left [action player_l|sight] [inv collectible] -> [player_l|sight collectible] [inv] sfx1
right [player_r] [sight collectible|no solid] -> [player_r] [sight shoot_gr|collectible] again
left [player_l] [sight collectible|no solid] -> [player_l] [sight shoot_gr|collectible] again
right [player_r] [sight collectible|mine] -> [player_r] [sight shoot_gr collectible|exp1] again
left [player_l] [sight collectible|mine] -> [player_l] [sight shoot_gr collectible|exp1] again
(pushing the ball)
horizontal [> player|ball] -> [> player|> ball] sfx3
(collecting items)
(down [> player|collectible] [inv no collectible] -> [player| ] [inv collectible] sfx0 again)
right [action player_r] [inv no collectible] [sight|collectible] -> [player_r] [inv collectible] [sight| ] sfx0
right [action player_r|collectible] [inv no collectible] -> [player_r| ] [inv collectible] sfx0 again
left [action player_l] [inv no collectible] [sight|collectible] -> [player_l] [inv collectible] [sight|sight] sfx0
left [action player_l|collectible] [inv no collectible] -> [player_l| ] [inv collectible] sfx0
(player lazor)
[sight] -> [ ]
[sightgraphic] -> [ ]
[preview] -> [ ]
late right [player_r|collectible] -> [player_r|collectible preview]
late left [player_l|collectible] -> [player_l|collectible preview]
late right [player_r|no solid] -> [player_r|sight preview]
late right random [sight no temp|no solid no sight] -> [sight|sight]
late right random [sight no temp|no solid no sight] -> [sight|sight]
late right random [sight no temp|no solid no sight] -> [sight|sight]
late right [player_r] [preview sight|no solid] -> [player_r] [sight|preview]
late right random [player_r] [inv no solid] [preview sight|collectible] -> [player_r] [inv] [sight|preview collectible]
late left [player_l|no solid] -> [player_l|sight preview]
late left random [sight no temp|no solid no sight] -> [sight|sight]
late left random [sight no temp|no solid no sight] -> [sight|sight]
late left random [sight no temp|no solid no sight] -> [sight|sight]
late left [player_l] [preview sight|no solid] -> [player_l] [sight|preview]
late left random [player_l] [inv no solid] [preview sight|collectible] -> [player_l] [inv] [sight|preview collectible]
late left [player_l|no solid] -> [player_l|sight]
late [sight solid] -> [solid]
late [sight no preview] -> [sight sightgraphic]
late right [player_r] [no sight no player|sight] -> [player_r] [ |no sight]
late left [player_l] [no sight no player|sight] -> [player_l] [ |no sight]
late [gun_l] -> []
late [gun_r] -> []
late right[player_r|no solid] -> [player_r|gun_r]
late left [player_l|no solid] -> [player_l|gun_l]
==============
WINCONDITIONS
==============
some player on goal
=======
LEVELS
=======
(level 1)
###########
#_↕___↕↕__#
#≠/___↕↕__#
#_____\/__#
#o@___oo_♥#
###########
###########
_+_########
#############
#__↕_↕↕__#__#
#__%%%%__\%%#
#n__________#
#o_____♥____#
#–___%_%____#
##–___@_____#
###–––––––––#
##_+_########
(level 2)
#########
#_______#
#_____♥_#
#_____%_#
#___%___#
#o______#
#oo@__––#
#–––––###
_+_######
(buttons 1)
#########
#__\≠≠/_#
#_______#
#_____!@#
#____–¡–#
#–___1__#
##–o_1_♥#
###%%%%%#
_+______#
###########
#_________#
#_!o!oo€!_#
#_¡#¡###¡_#
#___1♥1___#
###########
_+_########
(floaters 1)
#############
#___________#
#___________#
#___________#
#___________#
#_____-_____#
#____-_-____#
#@_________♥#
#––––_–_––––#
#####~~~#####
#_+_#≈≈≈#####
(floaters 2)
##########
#__↕___↕_#
#__↕_o_↕_#
#__\111/_#
#-_______#
#________#
#n–%___!_#
#♥1_@__¡_#
#––––––#~#
_+_#####≈#
(stacking boxes and floater)
##########
↕________↕
↕_♥______↕
↕_%____%_↕
↕________↕
↕______-_↕
↕ooo_@___↕
––––––––––
_+_#######
(metal boxes 1)
##############
#________##__#
#-_______##__#
#________\/__#
#-__@____o0_♥#
#o__%____––––#
#–––_____#####
\##/%–~~~####/
_+___\###/____
(traversing pillars level)
#######################
##/_________-_______\##
##___________________##
#/_____%__-______%___\#
#_0_________o_@_______#
#_…_…_…_…_…_…_…_…_…_…_#
#_↕_↕_↕_♥_↕_↕_↕_↕_↕_↕_#
#~«~«~«~–~«~«~«~«~«~«~#
#######################
###_+_#################
(intro to mines)
###########
#________↕_
#__#__*_€↕_
#____–~––%–
#____\###–#
#*__*__*__#
#*__*__*_♥#
###########
#_+_#######
(detonate mines w/box puzzle)
##########
#________#
#________#
#________#
#o_@___*♥#
#–––*__*–/
___#****#_
_+_\≠≠≠≠/_
(dropping metal boxes on mines does not kill them)
###############
#0__________###
#–o_______€_###
##–*******%%_♥#
#______%%%___–#
#____________##
#__******___–##
#–––––––––––###
###_+_#########
(Build a fuse)
###############
≠≠#≠≠/________#
##/_________o_#
#_____________#
#____________*#
#*___________*#
#____@______!–#
#––n⁄–⁄⁄⁄⁄⁄⁄¡##
###♥_#______###
_+_#–#~~~~~~###
(floating objecs and lava)
#############
###_________#
###______o__#
##/-_____*__#
#♥_________-#
#–____@–~~~–#
##–~~–%\#####
#####/__↕#↕#↕
#_+_#___↕#↕#↕
(climbing with mines)
##############
#__________#_#
#___o_!–___#≠#
#__–––¡#___#≠#
#–_________###
#__–_______1_#
#__#–____*_1♥#
#–@__*****_––#
##–––––––––###
_+_###########
(box stacking with mines)
###########
#_↕_↕_____#
#≠/_↕♥____#
#___………___#
#__o____*_#
#_-o@__**_#
#******–**#
#–––––***–#
_+_###–––##
(balls)
##########
###______#
###______#
###______#
##/___€••#
#____–––––
#11–_#####
#♥_#!#####
––––¡–––––
_+_#######
(balls 1?)
–nn–__#####
#-€#nn#####
#_n/__#####
#_•___#___↕
–n–___#___↕
#_#•__#___↕
–––¡__\–––#
#__1______↕
#♥_1______↕
–––––––_––↕
–n–n–n–!##↕
#_#_#_#¡##↕
_+__#_####↕
(push balls to get both on buttons)
#############
#___________#
#•_________♥#
#1_________–#
#⁄_________##
#_–@!_!__••##
###–¡–¡––––##
_+_##########
(slightly harder box stacking)
##########
↕________↕
↕_♥______↕
↕_–______↕
↕_#______↕
↕________↕
↕_____--_↕
↕ooo_@___↕
––––––––~–
_+_#####≈#
(idea: make an object order that's tricky. balls rolling and such such.)
#########_00#
#_↕_↕_↕_##•o#
#_↕_↕_↕_#•••#
#_↕_↕_↕_#••o#
##########•0#
###########o#
#@_________•#
#–––––––%%_%#
#/_↕________#
#__↕♥_______#
#–––––––____#
########____#
########~~~~#
_+_##########
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