- Index
- A) Licensing B) Exporting C) Creation of Levels
For installation, please read the included INSTALL file
- ========== LICENSING ===============
Please read the file LICENSE for information about Licensing this software.
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
See attached LICENSE file for details
In case of doubt, Austrian law applies.
B) ========== EXPORTING ===============
This program may be exported to ALL countries, as long as the following guidelines is followed:
*) The GNU General Public License is backed up by local law *) The program and/or its content does not violate local law. *) Neither the Programm nor any of its files are used
for any war-like purpose. (Country of origin is Austria; our local
law does not allow to export products that support war).
C) ========== CREATION OF LEVELS ===============
You can create your own levels with a text editor. A level consist of a
Config-File: e.g. level1.conf
These are simple "Variable-assignments", you define the following levels:
# a background picture (jpg or bmp format, put the file in the GFX directory)
bg=level1.jpg
# a background music (ogg Format, put the file in the SND directory)
snd=menuMusic.ogg
# Pictures of the tiles, predefined are now: bathtiles.bmp and weirdtiles.bmp
tiles=bathtiles.bmp
# the level data file (how does the level look like (see below))
leveldata=level1.dat
# The time in which the level must be solved (in seconds) (0 = no time limit)
leveltime=90
Data-File, e.g. level1.dat
This is a text file which looks like something like this:
1 1 1 1 1 1 1 1 1 # B C # 1 1 11111 1111111 1 1 1+ ## A C - 1
111111111111111111111111111
Every character is a tile of 32x32 pixels in size. The characters have the following meanings:
+ ... Start point. Here starts the player (Blue) - ... End point. After collecting the pixels, the player must arrive here.
(Red = not all pixels collected / Green = Player can exit)
# ... A pixel. You have to collect all pixels to solve the level.
P ... A power pixel. Must be collected; scares blue datenkraken away
* ... A bonus live.
$ ... Ponus points
A ... Monster (the brown Datenkrake)
B ... Monster (the blue Datenkrake)
C ... Monster (the yellow Datenkrake)
D ... Monster (the Eye-Monster)
E ... Monster (the Buggy)
1-9 ... diffent wall types / availability depends on the tiles-setting in config
NOTE: Do NOT use tabs; always use spaces!
