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The Tile Mechanics
By conny.
Overview
Hey! Welcome to the Tile Mechanics guide. Here I will explain the functions of all tiles, how to use them and what you should consider while using them.

In Encrypt, distances are described with "u".
"u" stands for "unit" and represents a tile. 1u = 1 tile.


Tile Infos
I use the "TileInfos" table to show the most important properties of the tiles in a more understandable way
Layer
The layer describes with which tools you can edit a tile.
To place several tiles on top of each other we need several layers.
For example: If you place a tile assigned to the layer "BasicTile", you can only remove this tile if you have selected a tile assigned to the layer "BasicTile".
It works the same way with the overwriting of tiles.
Tiles which are on the same layer will overwrite each other, tiles which are on different layers will not.
That means you can e.g. put a tile of the "Background" layer behind a tile of the "Decoration" layer.

Interactability
The interactability describes if something will happen when the player touches that tile.

Rotateability
The rotatability describes whether a tile can be rotated.

"No" means that it cannot be rotated.
"50%" means that it can only be rotated horizontally or vertically.
"Yes" means it can be rotated in all four directions.

Hurts the Player?
This section describes if the tile hurts the player.

Opacity
The opacity indicates how transparent a tile is.
"100%" means that the tile is not transparent.
"0%" means that the tile is invisible.
   
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[Utility Tiles] Player Start & Player Finish
These tiles spawn the player or finish the stage.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
Yes
Hurts the Player?
No
Opacity
100%

Player Start (Left) & Player Finish (Right)
Player Start & Finish tiles

You should keep that in mind
If you want to let the player spawn in a transparent BuildAssist, make sure you place the PlayerStart tile at least 1u above the ground.
If you ignore this, the player may get stuck in the ground.
Incorrectly placed PlayerStart tileAs a result, the player is stuck in the ground.
[Utility Tiles] Checkpoints
Checkpoints let the player return to a point on the stage whenever they want. After the Player died or even before that point.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%

Checkpoints in the StageCreator

How do checkpoints work?
As soon as the player touches a checkpoint, a sound is played and an effect symbolizes to the player that the checkpoint has been activated.
From this point on the player can return to this point by using the Escape menu or the Return key.
The time is not reset by loading a checkpoint!

[Utility Tiles] Gravity Switches
GravitySwitches invert the gravity force. This makes it possible for the player to walk on the ceiling.
The GravitySwitches also affect the WeightedCubes but not the FallingSpikes.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%

You should keep that in mind
GravitySwitches have a cool down of 500ms between each other. This means that after one GravitySwitch has been used, at least 500ms must pass before the next one can be triggered.

[Utility Tiles] Spikes
Spikes kill the player on contact.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
Yes
Hurts the Player?
Yes
Opacity
100%

[Utility Tiles] Weighted Cubes
WeightedCubes are movable blocks on which the player can run and jump.
This is for example very useful to cross spikes or similar.

WeightedCubes are a good possibility to make your stage more variable. Does the player take the cube with him? Yes? No?
If yes, the Cube could be teleported through a portal to an OnOffBlock that opens a secret way or something. Just a little idea on my part.

WeightedCubes can also operate OnOffBlocks by contact.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%

You should keep that in mind
WeightedCubes cannot be dragged, so if they are pushed into a corner they stay there.
WeightedCubes are physical objects. So they behave differently every time! Try to design your stage in a way that success is not based on the behavior of the Cubes.

[Utility Tiles] Portals
Portals give you the possibility to let the player skip large distances instantly.
This makes it possible for you to split your stage into many different sections.

Portals can also transport WeightedCubes.

Tile Infos
Layer
Portal
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%


You should keep that in mind
Portals have a cool down of 100ms between each other. This means that after one Portal has been used, at least 100ms must pass before the next one can be.
The player keeps his Momentum and Gravity force when using a portal.

The colors of the portals are generated randomly. If you don't like the color, you can remove the portal as normal and place it again.
Portals must always be placed in pairs of two. That means you can only place other tiles after you have placed both portals

[Utility Tools] Text's
Texts give you the possibility to give the player information right on the stage.

Texts are always in capital letters.

Tile Infos
Layer
Text
Interactable
No
Rotateable
No
Hurts the Player?
No
Opacity
100%


You should keep that in mind
You shouldn't forget to change the color of your texts from time to time to give your stage more life. You can do this by entering a HEX color code without the '#' symbol in the small field in the lower left corner.

You can find the HEX color code for your desired color here[www.google.com].

[Entities] Spinning Sabers
SpinningSabers are 3u long rods that rotate around their own axis. You can adjust the speed from a range of -999° per second to 9999° per second.
The default speed is 20°s.

SpinningSabers kill the player on contact

Tile Infos
Layer
Entity
Interactable
Yes
Rotateable
No
Hurts the Player?
Yes
Opacity
100%

You should keep that in mind
Too fast adjusted SpinningSabers create artifacts. From screen tearing to clipping.
This can be useful, but you should be aware that this can happen.

[Entities] Falling Spikes
FallingSpikes fall from the ceiling as soon as the player walks under it.
The FallingSpikes recognize the player within a range of 6u below the spike.
(7u including the FallingSpike tile)

FallingSpikes kill the player on contact

Tile Infos
Layer
Entity
Interactable
Yes
Rotateable
No
Hurts the Player?
Yes
Opacity
100%

You should keep that in mind
Too fast adjusted SpinningSabers create artifacts. From screen tearing to clipping.
This can be useful, but you should be aware that this can happen.

Build Assists
Build Assists give you the possibility to create walls, whole rooms or black backgrounds with ease.

Tile Infos
Layer
BuildAssist
Interactable
No
Rotateable
No
Hurts the Player?
No
Opacity
100%

Use the Build Assist to create basic walls

Create a double layer wall with another Build Assist

Maybe even use the filled pink Build Assist to create a black background
Basic Build Tiles
The normal build tiles allow you to further customize your stage in a way that is not possible with the Build Assist.

Tile Infos
Layer
BasicTile
Interactable
No
Rotateable
Yes
Hurts the Player?
No
Opacity
100%

Use Basic Build Tiles to create structures, extend build assists or to give your stage more texture
[General Tiles] Ramps
Although ramps could be counted to the category of Basic Build Tiles, I would like to call them here specifically.
After all, the ramps are a very important part of the gameplay in encrypt.

Tile Infos
Layer
BasicTile
Interactable
No
Rotateable
Yes
Hurts the Player?
No
Opacity
100%

Why are the ramps so special?
Well, it's actually written in the name.
But ramps weren't always meant to be ramps. Actually, they were only meant to be used for rounding corners. While you can still do that, of course, we noticed early on in development how much it adds to the gameplay that you can use them for jumping.
So we held on to that idea.

Now there are very few stages that don't use this game mechanic, so you'd better know how to use it.

How do you use the Ramps correctly?
The longer the ramp, the longer and faster the resulting potential jump.
Well, that's true at least up to about 3 ramps, after that you normally reach the maximum speed and jump height.
The highest possible jump is achieved by jumping at maximum speed as far as possible at the end of the ramp.

So this is what you want to do: Take at least a 1u run-up and jump off as late as possible. If you jump too late you fall down the back, if you jump too early you don't jump so high and far.

[Moving] Platforms
Platforms are tiles that move from bottom to top and back.
Platforms always start at the position where they were placed and then move up the given distance.

You can set the distance in the settings.
Standard distance is 6u.

Tile Infos
Layer
BasicTile
Interactable
No
Rotateable
No
Hurts the Player?
No
Opacity
100%

You should keep that in mind
If the player is "crushed" by a platform, he gets stuck in the platform. You should prevent that.

[Interactable] Bounce Pads
BouncePads repel the player on contact.
Depending on the orientation of the pads and the Gravity Force the BouncePads behave differently.

BouncePads also bounce WeightedCubes.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%

[Interactable] OneWayTiles & Bridges
OneWaysTiles are tiles that only let you pass through in one direction.
Bridges are effectively smaller OneWayTiles (upwards)

Tile Infos
Layer
BasicTile
Interactable
No
Rotateable
Yes
Hurts the Player?
No
Opacity
100%

[Interactable] Boosters
Boosters accelerate the player or a WeightedCube in the specified direction.

As an example they can also be used to let the player jump over a ramp without having to jump himself.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
Yes
Hurts the Player?
No
Opacity
100%

[Interactable] OnOffBlocks
OnOffBlock tiles allow you to turn walls on and off.
OnOffBlocks are color-specifical, that means the pink tile only changes the pink walls.

OnOffBlocks can be triggered by WeightedCubes.

Tile Infos
Layer
BasicTile
Interactable
Yes
Rotateable
No
Hurts the Player?
No
Opacity
100%

You should keep that in mind
You should make sure that the player never gets stuck in a wall. Try to put the walls and the OnOffBlocks at least 1u apart.

Decoration Tiles
Decoration tiles are tiles with which the player doesn't collide.
This makes them perfect to decorate your stage.

Tile Infos
Layer
BasicTile
Interactable
No
Rotateable
No
Hurts the Player?
No
Opacity
100%

Background Tiles
Background Tiles can be used to adjust the background of your stage more to the scenery.

Background tiles of course do not collide with the player.

Tile Infos
Layer
Background
Interactable
No
Rotateable
No
Hurts the Player?
No
Opacity
40%