‘ŐXÇ:â†p€ű0@‚ÄřŻ]žžX˙˙˙˙˙ž ¨( @€ĎĐŔżßŕ°ďŻ  ď(đ/đ/ď(ď ŕŸ 0đ/8˙0@˙0?˙/8đ 0ď(ŕ ߐ?G˙@P˙OW˙OX˙OP˙?H˙0@đ/7ď@O˙_`˙`h˙_h˙PX˙ 0ŕ(ßP_˙op˙px˙ow˙_g˙@Ođ/8ď'ß'ŕ 7đp˙€˙‡˙`o˙?Gď/7ŕ Ď€0?đ€ˆ˙?Hď/8ŕ`/ßo?GđOXđ@Hď0?ŕ/ĐpOWđ?Hŕ/8ß 7ďOPď?Gŕ/7ß(Ď ŔP0@ďPXđ@Oď0@ß 0ĐO Đ@Hđ/Ď@'Đ 0ß0@ŕ@Pđ0?ß'Ď_OPđ@Hŕ(Đ 7ß/7Đ'Ŕ ż˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙^^^^^^^^^^˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙^^^^^^^^^^^^^^˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙^^TeeBBBBeTT^^^^^^˙˙˙˙˙˙˙˙˙˙˙˙˙^eBDJ33333JJDBeZ^^^^˙˙˙˙˙˙˙˙˙˙˙TD33==#####==3JDBT^^^^˙˙˙˙˙˙˙˙˙eJ=###=3DeZ^^T˙˙˙˙˙˙˙B3# #=3JBZ^^T˙˙˙˙˙˙3#  #=JBT^^˙˙˙˙˙J# Sll #=JBZ^T˙˙˙˙# %,68??86,/@A*< ##˙˙˙˙45('.6787-9%:;*<=#˙˙˙˙˙$+&,--.,/01)2 3˙˙˙˙˙˙ $%&&'%($!)* ##˙˙˙˙˙˙˙  !"#˙˙˙˙˙˙˙˙˙  ˙˙˙˙˙˙˙˙˙˙˙  ˙˙˙˙˙˙˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙Ŕ˙˙˙ü˙řđ?ŕŔŔ€€€€ŔŔŕđ?řü˙˙˙˙Ŕ˙dÉEđöAă@ spr_player Qxœsň5cf3 Öb(fd€H@ĺQ@ƒ "¨Uń „] `*FhAӅ[1[)FŃBœbd‡,ő¤†'ńEFz 5˝ž€ęĆÇspr_wall %xœsň5cf3 Öb(fd€H@呁Ă(E#Ď Acspr_push_block %xœsň5cf3 Öb(fd€H@ĺQAĂ(E#4­cspr_ice 'xœsň5cf3 Öb(fd€H@ĺ‘Á˙˙FŃ(ąE>żspr_death_block Vxœsň5cf3 Öb(fd€H@ĺQšč?^D’Lex´`*ĂÇŞř?†ʞ˜ đű Sď°JQ˘ž$÷ä_’“¤ř"5=Ţ#v#šë spr_key_red  Hxœsň5cf3 Öb(fd€H@ĺQ@ƒ14 #¸VDŞzL˝D*#Ţ|Zťg¨ŤÇŒ2<q)ĆĽ…>âTń’ŢG­ăspr_key_yellow  Dxœsň5cf3 Öb(fd€H@ĺQ@ƒ 5` źˆTő˜z‰TFźů´vĎPW߀‘¤—úˆSĹ 5/SÔă spr_key_green  Dxœsň5cf3 Öb(fd€H@ĺQ@ƒ 1` źˆTő˜z‰TFźů´vĎPW𑤗úˆSĹ 5V­ă spr_key_blue  Ixœsň5cf3 Öb(fd€H@ĺQ@ƒ5™¨.…‘ŞS/‘Ęˆ7ŸÖîęę1Ł F\ŠqiĄ8Uź€Ź,V­ă spr_block_red Fxœsň5cf3 Öb(fd€H@ĺQA)`¸VDŞzL˝D*#Ţ|Zťg¨ŤÇŒ2<q)ĆĽ…>âTń˛‡jwŁspr_block_yellow Gxœsň5cf3 Öb(fd€H@ĺQ@C)`¸VDŞzL˝D*#Ţ|Zťg¨ŤÇŒ2<q)ĆĽ…>âTń˛­ĐŁspr_block_green Fxœsň5cf3 Öb(fd€H@ĺQ@)`¸VDŞzL˝D*#Ţ|Zťg¨ŤÇŒ2<q)ĆĽ…>âTń˛ŕjwŁspr_block_blue Gxœsň5cf3 Öb(fd€H@ĺ‘A )`€$YLDŞzL˝D*#Ţ|Zťg¨ŤÇŒ2<q)ĆĽ…>âTń˛9ywŁ spr_finish 6xœsň5cf3 Öb(fd€H@呁ř†Šř`p%âƒÁ ”ˆ7P"&–Żň spr_check_red Gxœsň5cf3 Öb(fd€H@ĺQ@ƒ bh@ 4)<* ŞÇTŒG Ś<ęqIá'Ţb*>2Đ@Šc spr_belt_left (xœsň5cf3 Öb(fd€H@ĺQ@ƒ4*>*>2Đ@Šc *xœsň5cf3 Öb(fd€H@ĺQ@ƒ žâ@Šc ,xœsň5cf3 Öb(fd€H@ĺQ@ƒ!ł‘Ѩř¨řđp1Šc *xœsň5cf3 Öb(fd€H@ĺQ@ƒ”ÄDŁâŁâĂ]ŕ"Šc spr_spring dxœsň5cf3 Öb(fd€H@ĺQ@ƒ "¨M1ń‚ČâřšpCĐ܀ĚEӎ)‚K˛ih*1 G“Ĺô.őXcu yęIuńţ%5<Ɉ/2ŇŠé Í(d€Ş‡ůyc spr_half_wall 1xœsň5cf3 Öb(fd€H@ĺ‘Á˙˙˙H!IRü FÍ5К=.Ÿň¤scr_move_block//THIS DOESN'T WORK. DO NOT USE. //argument0=the direction to push it. "left", "right", "up", or "down" //argument1=the block to push if argument0="left" { with(argument1){ x_dest=x-16; y_dest=y; can_move=false; }; }; if argument0="right" { with(argument1){ x_dest=x+16; y_dest=y; can_move=false; }; }; if argument0="up" { with(argument1){ x_dest=x; y_dest=y-16; can_move=false; }; }; if argument0="down" { with(argument1){ x_dest=x; y_dest=y+16; can_move=false; }; };scr_kill_playerŐ//If we don't have a checkpoint set, restart. if checkpoint="none" { x=xstart; y=ystart; }; //else, we warp to that checkpoint if checkpoint="red" { x=(instance_find(obj_check_red,0)).x; y=(instance_find(obj_check_red,0)).y; }; if checkpoint="yellow" { x=(instance_find(obj_check_yellow,0)).x; y=(instance_find(obj_check_yellow,0)).y; }; if checkpoint="green" { x=(instance_find(obj_check_green,0)).x; y=(instance_find(obj_check_green,0)).y; }; if checkpoint="blue" { x=(instance_find(obj_check_blue,0)).x; y=(instance_find(obj_check_blue,0)).y; }; //Stops him, because he was probably still moving when he was killed, so we //stop him so he isn't still. can_move=true; x_dest=x; y_dest=y;ô obj_playerŽţ˙˙˙œ˙˙˙ ¸[˙˙˙˙ž//Here we set up all the variables can_move=true; x_dest=x; y_dest=y; key_red=false; key_yellow=false; key_green=false; key_blue=false; checkpoint="none"; spring=false; spring_y=y;0000000˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙Z//This is the basic movement. It figures out which direction the //destination is located, and moves accordenly (I can't spell that!) if x_destx x+=2; if y_desty y+=2; //If we met the destination... if x=x_dest and y=y_dest { //We aren't using a spring anymore... spring=false; //If on ice, don't stop. We're slipping! if instance_position(x,y,obj_ice) { if x>xprevious { if place_free(x+16,y) { x_dest=x+16; y_dest=y; can_move=false; }; }; if xyprevious { if place_free(x,y+16) { x_dest=x; y_dest=y+16; can_move=false; }; }; if yx { //If we are before halfway, we fly up if xx_dest-16 spring_y+=2; }; //if we are springing left if x_destx_dest+16 spring_y-=2; //If we are after halfway, we fall down if xy_dest+16 spring_y-=6; //If we are after halfway, we fall down if yy { //If we are before halfway, we fly up if yy_dest-16 spring_y+=6; }; };0000000˙˙˙˙¸[˙˙˙˙1//just kill it!!! with(other)instance_destroy();0000000¸[˙˙˙˙˜//We already check if we are unregistered or not in the springs creation event, //So we can be lazy and not check here... because how could you collide with //Something that doesn't exist? //Check if we meet it exactly and if we can move: if can_move=true and x=other.x and y=other.y { //Ok, so we know that we're using the spring now. spring=true; //Resets the spring y for a fresh spring spring_y=y; //Now we check which direction he's coming from, and amplifies that, while //Not checking for walls, because we want him to go through them! if x>xprevious { x_dest=x+32; y_dest=y; can_move=false; }; if xyprevious { x_dest=x; y_dest=y+32; can_move=false; }; if y//Debug to go to next level. Remove in full version if not(room_next(room)=-1){room_goto_next();}; else { show_message("You finished the example!"); show_message("If you use this example,#give credit to Best Games Studios."); show_message("Don't forget a link to:#http://www.bgs.110mb.com/"); room_restart(); };0000000(¸[˙˙˙˙//Failed attempt at making movable blocks... if can_move=true and instance_position(x,y+1,obj_push_block) { scr_move_block("down",place_meeting(x,y+1,obj_push_block)); }; //Move down! if can_move=true and place_free(x,y+16) { x_dest=x; y_dest=y+16; can_move=false; };0000000'¸[˙˙˙˙//Failed attempt at making movable blocks... if can_move=true and instance_position(x+1,y,obj_push_block) { scr_move_block("right",place_meeting(x+1,y,obj_push_block)); }; //Move right! if can_move=true and place_free(x+16,y) { x_dest=x+16; y_dest=y; can_move=false; };0000000&¸[˙˙˙˙//Failed attempt at making movable blocks... if can_move=true and instance_position(x,y-1,obj_push_block) { scr_move_block("up",place_meeting(x,y-1,obj_push_block)); }; //Move up! if can_move=true and place_free(x,y-16) { x_dest=x; y_dest=y-16; can_move=false; };0000000%¸[˙˙˙˙//Failed attempt at making movable blocks... if can_move=true and instance_position(x-1,y,obj_push_block) { scr_move_block("left",place_meeting(x-1,y,obj_push_block)); }; //Move left! if can_move=true and place_free(x-16,y) { x_dest=x-16; y_dest=y; can_move=false; };0000000˙˙˙˙˙˙˙˙obj_wallŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_push_blockŽœ˙˙˙˙˙˙˙ ¸]˙˙˙˙Doesn't Work - Don't use.0000000¸[˙˙˙˙&can_move=true; x_dest=x; y_dest=y; 0000000˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙—if x_destx x+=2; if y_desty y+=2; if x=x_dest and y=y_dest { x_dest=x; y_dest=y; can_move=true; };0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_iceŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_death_blockŽ˙˙˙˙œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_key_redŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_key_yellowŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_key_greenŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_key_blueŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_block_redŽ œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙ŕ//If we have the key, its unsolid so we can pass through it. //Its destroyed in player's collision even with it. This code makes it perfect. if ((instance_find(obj_player,0)).key_red=false) solid=true; else solid = false;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_block_yellowŽ œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙ă//If we have the key, its unsolid so we can pass through it. //Its destroyed in player's collision even with it. This code makes it perfect. if ((instance_find(obj_player,0)).key_yellow=false) solid=true; else solid = false;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_block_greenŽ œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙â//If we have the key, its unsolid so we can pass through it. //Its destroyed in player's collision even with it. This code makes it perfect. if ((instance_find(obj_player,0)).key_green=false) solid=true; else solid = false;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_block_blueŽ œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙á//If we have the key, its unsolid so we can pass through it. //Its destroyed in player's collision even with it. This code makes it perfect. if ((instance_find(obj_player,0)).key_blue=false) solid=true; else solid = false;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_finishŽ œ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_check_redŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_check_yellowŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_check_greenŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_check_blueŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_belt_leftŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_belt_rightŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_belt_upŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_belt_downŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_springŽœ˙˙˙˙˙˙˙ ¸[˙˙˙˙`//If we are unregistered, spring says bye bye if gamemaker_registered=false instance_destroy();0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_half_solidŽ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_half_notŽœ˙˙˙˙˙˙˙ ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙obj_death_vertŽ˙˙˙˙˙˙˙˙ ¸[˙˙˙˙ vspeed=-2;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙3if(vspeed=2)vspeed=-2; else if(vspeed=-2)vspeed=2;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ obj_death_horŽ˙˙˙˙˙˙˙˙ ¸[˙˙˙˙ hspeed=-2;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙¸[˙˙˙˙3if(hspeed=2)hspeed=-2; else if(hspeed=-2)hspeed=2;0000000˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙¤ rm_level1"Maze Example by Best Games Studiosŕŕ<ŔŔŔ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙€ŕ€ŕ ˙˙˙˙˙˙˙˙˙˙˙˙—ĐĄ†Ŕ˘†°ن ¤†Ľ†€چp§†`¨†PІ@ކ0Ť† ʆ­†ކđ݆ఆй†Ŕ˛†°ł† ´†ľ†€ś†pˇ†`¸†Pš†@ş†0ť† ź†˝†ž†ż† Ŕ†0Á†@†Pdž`ȆpɆ€ʆˆ ̆°͆ŔΆĐφŕІđц҆ӆ Ԇ0Ն@ֆP׆`؆pن€چۆ ܆°݆Ŕކŕŕ†Đá†Đâ†Đ ă†Đ0ä†Đ@ĺ†ĐPć†Đ`ç†Đpč†Đ€é†Đę†Đ ë†Đ°ě†ĐŔí†ĐĐî†Đŕď†Đđđ†Đń†Đň†Đ ó†ŕ ô†ŕ0ő†ŕ@ö†ŕP÷†ŕpý†ŕ`ţ†Đ0‡Đ@‡ĐP‡ŕ€‡ŕ‡ŕ  ‡ŕŔ ‡ŕ° ‡pЇ`ЇPЇ@Ї0Ї ЇЇР‡đĐ!‡ŕĐ"‡ĐĐ#‡ŔĐ$‡°Đ%‡ Đ&‡Đ'‡€Đ(‡pĐ)‡`Đ*‡PĐ+‡@Đ,‡0Đ-‡ Đ.‡Đ/‡ °1‡0°2‡@°3‡@ 4‡@5‡06‡ 7‡ p8‡ 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€Oœ0€Pœ@€QœP€UœPVœP Wœ°Xœ YœZœ€[œ pyœ `zœ P{œP|œ0}œ ~œœ €œ œ 0‚œ0 ƒœ@ „œP …œP†œ@0‡œP0ˆœP@‰œPPŠœ@P‹œ@`Œœ@pœ0`Žœ0@œP`œ``‘œ` —œ`˜œ`€™œpp›œp`œœpPœp@žœp0Ÿœp˘œp ٜ€0§œ€ ¨œ€М Şœ@ʜ`ޜ€`ݜp€˛œ `łœ p´œ €ľœ śœpˇœp ¸œp°šœpŔşœpĐźœ`Đ˝œ`Ŕžœ`°żœ  Ŕœ °Áœ Ŕœ ĐܐĐĜ€ĐŜ€Ɯ ˜°Đ̜°Ŕ͜°°Μ° Ϝ°М°€ќ°pҜ°`Ӝ @Ԝ P՜°P֜°@לٜ ڜ°ۜŔݜ°0ߜŔ0ŕœĐ0áœĐ@âœАęœЀëœĐpěœĐ`íœĐPîœŔ@đœŔPńœŔ`ňœŔpóœŔ€ôœŔőœŔ öœŔ°÷œŔŔřœĐ ýœаţœĐŔ˙œĐНŔНиšd¸€–˜X˙˙˙"Maze Example by Best Games Studios˙˙˙˙˙˙˙˙Xď {\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil Arial;}{\f2\fnil\fcharset2 Symbol;}} {\colortbl ;\red255\green0\blue0;\red255\green128\blue64;\red255\green255\blue0;\red128\green255\blue128;\red0\green0\blue0;\red0\green255\blue0;\red0\green255\blue255;\red0\green0\blue255;\red128\green128\blue255;\red128\green0\blue255;\red64\green0\blue128;\red64\green0\blue0;} \viewkind4\uc1\pard\qc\cf1\fs48 M\cf2 a\cf3 z\cf4 e\cf5 \cf6 E\cf7 n\cf8 g\cf9 i\cf10 n\cf11 e\cf5 \par \cf12\fs40 By Best Games Studios \par \cf8\ul\b\fs24 http://www.bgs.110mb.com \par \cf5\ulnone\b0\fs28 Give Credit! \par \fs36 \par \pard\ul Description \par \ulnone\fs28\tab Move using arrow keys. You are trying to get to the checkered block at the end. You are the blue circle. You have to complete this while avoiding X-blocks. If you touch one, you go back to the last checkpoint (checkmark) you met. Moving X-block move horizontally or vertically. If you havn't met one, you start over. Different keys destroy the lock that matches their color. You slip continously over ice. You will stop slipping as soon as you touch regular ground. You will move with a moving floor/belt until you touch regular ground again. When you touch a spring, you are launch into the air and can fly over blocks and enemies. Fake walls can be destroyed just by walking into them. Then are partway invisible, and just there to confuse you. What really confuses you though is the not-fake blocks, which look like fake blocks but are actually walls \par \par \ul\fs36 What this Includes \par \pard{\pntext\f2\'B7\tab}{\*\pn\pnlvlblt\pnf2\pnindent0{\pntxtb\'B7}}\fi-200\li200\ulnone\fs28 Smooth Movement \par {\pntext\f2\'B7\tab}Four different keys \par {\pntext\f2\'B7\tab}Key blocks (for keys) \par {\pntext\f2\'B7\tab}Ice (you slide across it) \par {\pntext\f2\'B7\tab}X-blocks (death blocks) \par {\pntext\f2\'B7\tab}Moving X-Blocks \par {\pntext\f2\'B7\tab}Four Checkpoints \par {\pntext\f2\'B7\tab}Moving Floor \par {\pntext\f2\'B7\tab}Fake Walls \par {\pntext\f2\'B7\tab}Not-Fake Walls \par {\pntext\f2\'B7\tab}Springs (Registered) \par \pard \par \ul\fs36 Problems and Solutions\ulnone\fs28 \par \fs32 Problem: \par \tab\fs28 If you slide on ice, into a wall, you get stuck.\f1 \par \par \f0\fs32 Solution: \par \fs28\tab Surround ice areas by death blocks, and take out a piece of ice where you want them to rest/stop. \par \par \par \fs32 Problem: \par \tab\fs28 Pushable block don't work.\f1 \par \par \f0\fs32 Solution: \par \fs28\tab None that I know of. \par \f1 \par \ul\f0\fs36 DEBUG:\ulnone \par \fs28 N to move to next level. \par P to move to previous level.\f1 \par \par \pard\qc\cf1\f0\fs32 \cf5\f1 \par } ô Sprites keys_and_locks spr_key_redspr_key_yellow spr_key_green spr_key_blue spr_block_red spr_block_yellow spr_block_green spr_block_blue checkpoints spr_check_redspr_check_yellowspr_check_greenspr_check_bluebelts spr_belt_up spr_belt_downspr_belt_right spr_belt_left spr_playerspr_wallspr_push_blockspr_icespr_death_block spr_finish spr_spring spr_half_wallSounds BackgroundsPathsScriptsscr_move_blockscr_kill_player Fonts Time LinesObjectskeys_and_locks obj_key_redobj_key_yellow obj_key_green obj_key_blue obj_block_red obj_block_yellow obj_block_green obj_block_blue checkpoints obj_check_redobj_check_yellowobj_check_greenobj_check_bluebelt obj_belt_up obj_belt_downobj_belt_right obj_belt_left obj_playerobj_wallobj_half_solid obj_half_notobj_push_blockobj_iceobj_death_blockobj_death_vert obj_death_hor obj_finish obj_springRoomslevel1level2level3level4level5level6 level7 level8 level9 level10 level11level12level13 old_levels rm_level1 rm_level2 Game Information Global Game Settings