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A) Licensing B) Exporting C) Creation of Levels

For installation, please read the included INSTALL file

  1. ========== 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!


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