Spawns¶
Spawns place enemies and items into a scene. Select them in the preview, or step through them with the Inspector's previous/next buttons — usually easier once a scene is busy.
Spawn Lists and Order¶
Enemy spawns live in lists such as enemies1, enemies2, extraEnemies1 and extraEnemies2. Item spawns live in items and extraItems.
The Inspector lets you change two things about a spawn's placement in this structure:
- List — which spawn list it belongs to. Moving it to another list changes when and under what conditions the game spawns it.
- Index — its position within that list, which moves it earlier or later in the spawn order.
Order matters because wave triggers depend on it. A spawn placed in the wrong list can appear at completely the wrong moment even though its position on screen is correct.
Wave Triggers¶
Trigger decides what makes a wave spawn. There are four patterns:
| Trigger | Fires when |
|---|---|
| Immediate | As soon as the previous wave is cleared. |
| Distance | The player crosses a set distance. |
| Enemy count | Few enough enemies are left on screen. |
| Delay | A set time has passed. |
Supporting fields:
- Trigger X Pos — how far the player must travel before the wave spawns, in pixels.
- Delay — how long to wait after the trigger condition is met.
- Max Enemies — the wave spawns once there are fewer than this many enemies on screen.
- Time Limit — the wave also spawns once the timer drops below this many seconds, even if enemies are still on screen.
Time Limit is the safety valve. Without it, a wave gated on enemy count can stall if a player refuses to engage the last enemy. Set it on waves that could otherwise deadlock.
Enemy Spawn Fields¶
| Field | Meaning |
|---|---|
| Mod / Entity Name | Which entity to spawn, and which mod it comes from. Leave the mod empty to use this mod. |
| Display Name | Editor-only label. Does not affect the game. |
| Position | Where the enemy appears within the layer, in pixels. |
| Health | Starting health. |
| Death Score | Points scored for defeating it. |
| Aggressiveness | How hard the enemy fights, from cautious at low values to relentless at high ones. |
| Minimum Difficulty | The lowest difficulty this enemy appears on. Below it, the enemy is left out of the level entirely. |
| Palette Mod / Palette ID | Which colour palette it is drawn with. The preview recolours an entity of this mod with its own Palettes/palette <ID>.png, falling back to its drawn colours when the palette doesn't exist. |
| Spawn | How and when the enemy enters the level. |
| Introduction Type | Which of the entity's introduction sequences plays when it appears. |
| Use Boss Slot | Treats the enemy as the level's boss — reserves the boss slot and shows the boss health bar. |
| Biker Weapon | Gives a biker their pipe. |
| Biker Grenade | Spawns a foot biker holding a grenade instead of a pipe. |
| Ninja Hook Height | The height a ninja hooks down from, in pixels. |
| Two Players Only | Only place this enemy when two players are in the game. |
Item Spawn Fields¶
| Field | Meaning |
|---|---|
| Mod / Entity Name | Which item to spawn. |
| Position and Height | Where it sits, and how far above the ground, in pixels. |
| Item Type | Which item this is, deciding what the player gets on pickup. |
| Animation ID | The animation the spawned item starts in. |
| Object Mode | Which variant of the item to use — see Behaviour Modes. |
| Palette Mod / Palette ID | Colour palette. |
| Minimum Difficulty | Same meaning as for enemies. |
Containers¶
An object that can be broken open carries two extra fields: Contained Item Mod and Contained Item Entity, naming the item that appears when it breaks.
Difficulty Changes the Level Layout¶
Minimum Difficulty removes an object from the level entirely on easier settings. It is not a scaling factor — it is presence or absence.
Use the preview's difficulty selector to check each setting; it hides objects above the chosen difficulty, so you see exactly what an easy run will encounter. It is common to discover that an easy playthrough has been stripped nearly bare, or that every health pickup was marked for hard only.
Test across difficulties and player counts, since Two Players Only objects change the layout too. See Difficulty Settings.
Related pages: The Level Editor Workspace, Scene Settings, Behaviour Modes, Difficulty Settings.