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AUTHORSH A D06-Dec-20081.1 KiB7556

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INSTALLH A D06-Dec-20086.9 KiB187135

LICENSEH A D06-Dec-200816.9 KiB328270

READMEH A D06-Dec-20085.3 KiB134101

SCRIPTINGH A D06-Dec-20085.3 KiB165104

README

1
2Readme-File for Blinkensisters
3==============================
4
5Index:
6A) Licensing
7B) Exporting
8C) Creation of Levels
9
10For installation, please read the included INSTALL file
11
12A) ========== LICENSING ===============
13
14Please read the file LICENSE for information about Licensing this software.
15
16    This program is free software; you can redistribute it and/or modify
17    it under the terms of the GNU General Public License as published by
18    the Free Software Foundation; either version 2 of the License, or
19    (at your option) any later version.
20
21    This program is distributed in the hope that it will be useful,
22    but WITHOUT ANY WARRANTY; without even the implied warranty of
23    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
24    GNU General Public License for more details.
25
26    You should have received a copy of the GNU General Public License
27    along with this program; if not, write to the Free Software
28    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
29
30    See attached LICENSE file for details
31
32    In case of doubt, Austrian law applies.
33
34    Some files may have other (open source) licenses, if so, the license is written
35    in the source files.
36
37level10.jpg, level11.jpg, level12.jpg and level13.jpg are taken from NASA-material.
38
39B) ========== EXPORTING ===============
40
41This program may be exported to ALL countries, as long as the following
42guidelines is followed:
43   *) The GNU General Public License is backed up by local law
44   *) The program and/or its content does not violate local law.
45   *) Neither the program nor any of its files are used
46      for any war-like purpose. (Country of origin is Austria; our local
47      law does not allow to export products that support war).
48
49
50C) ========== CREATION OF LEVELS ===============
51
52see also http://www.blinkensisters.org/wiki/index.php/Simple_Level
53
54You can create your own levels with a text editor. A level consist of a
55
56Config-File: e.g. level1.conf
57-----------
58
59These are simple "Variable-assignments", you define the following levels:
60
61# a background picture (jpg or bmp format, put the file in the GFX directory)
62bg=level1.jpg
63# a background music (ogg Format, put the file in the SND directory)
64snd=menuMusic.ogg
65# Pictures of the tiles, predefined are now: bathtiles.bmp and weirdtiles.bmp
66tiles=bathtiles.bmp
67# the level data file (how does the level look like (see below))
68leveldata=level1.dat
69# The time in which the level must be solved (in seconds) (0 = no time limit)
70leveltime=90
71
72Optional:
73# script=levelN.bsl - See http://www.blinkensisters.org/wiki/index.php/Scripting
74# magictile=3:1 - If this option is set, tiles of the first type, here "3",
75                  magically change to a tile of the second type, here "1", as
76                  soon as the Player touches the tile the first time. For example,
77                  tiles of type "3" could be invisible tiles which change to
78                  visible tiles after first contact.
79# timebonuspixel=20 - how many time will a player get, if a timebonuspixel is collected
80                      (this can also be < 0 - for example if there is a easy way so solve
81                      a level (but the player will lose a lot of time - less timebonus at the
82                      end of the level) and a hard way to solve the level (where the player
83                      can omit the "T"-Pixel.)
84# timebonusmultiplicator=10 - how many points will a player get for every second at the end
85# timemalusifkatedies=1000 - how many points will a player lose, if a live is lost
86nextlevels = { 2, 3 } - If there is more than one exit-pixel, a list of the number of levels,
87                        where the player will continue, if he uses exit pixel X
88                        (the exit pixels are counted from left to right and top to bottom).
89                        In that example he will continue in level 2 on the first exit-pixel and
90                        in level 3 if he uses the second exit-pixel.
91# # - Comments (C/C++-style and shell-script-style) are allowed.
92
93
94Data-File, e.g. level1.dat
95---------
96
97This is a text file which looks like something like this:
98
991                         1
1001                         1
1011                         1
1021                         1
1031     # B            C #  1
1041   11111           1111111
1051                         1
1061+  ##  A           C   - 1
107111111111111111111111111111
108
109Every character is a tile of 32x32 pixels in size. The
110characters have the following meanings:
111
112+ ... Start point. Here starts the player (Blue)
113- ... End point. After collecting the pixels, the player must arrive here.
114      (Red = not all pixels collected / Green = Player can exit)
115~ ... Optional special tile which becomes the start point after the player
116      touches the tile. Use it in large levels to avoid the player to be
117      back to square one whenever he loses a live.
118
119# ... A pixel. You have to collect all pixels to solve the level.
120P ... A power pixel. Must be collected; scares blue datenkraken away
121* ... A bonus live.
122$ ... Bonus points
123T ... A timebonus pixel. The player will get a timebonus (or malus) if collected.
124
125A ... Monster (the brown Datenkrake)
126B ... Monster (the blue Datenkrake)
127C ... Monster (the yellow Datenkrake)
128D ... Monster (the Eye-Monster)
129E ... Monster (the Buggy)
130
1311-9 ... different wall types / availability depends on the tiles-setting in config
132
133NOTE: Do NOT use tabs; always use spaces!!!
134