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-
-
- Documentation for BoinkOut2
- Current Revision: D
-
- What is it?
-
- A "BreakOut" style game. Bounce the ball off of the paddle
- to destroy the bricks. Destroy all the non permanent bricks
- and the level is finished.
-
- What Resolutions does it support?
-
- Right now realistically. ST High and Above. There is code in
- the program to work with ST Medium. But it is not working at the
- moment. It will attempt to run in whatever resolution you
- boot it in as if the screen were big enough for it to run.
- This in one way is annoying, but in another avoids some of the
- resolution detection problems that I had in the past when
- working on AstroPanic.
-
- ie. If the screen resolution isn't high enough. It's damn
- hard to play ;)
-
- What Color Depth does it support?
-
- Any. With the default images, it's happiest in 8 bit color (256
- colors) or higher. However you can load your own background
- image with whatever depth you like (1-8 planes).
-
- What Img formats does it support?
-
- Ximg and normal Atari Image formats should work for your backgound
- images. BoinkOut2 does not support Truecolor Ximg files.
-
- What is "timing"?
-
- The entire program operates off of the VDI and AES. The
- timing value is what you want the default minimum timing
- to be. For an ST this should be 0. However for a TT
- with a graphics card. I recommend in the range of 30.
- You will want to set the timing to whatever you feel is
- the most enjoyable for your system.
-
- Any cool things not listed in the Menu?
-
- Yes one. Close the gameplay window. Hold down the Right Shift key
- and select Open Window from the Menu. This should launch you into
- the demo mode. You will then be able to watch the game run through
- the levels.
-
- Controls
-
- The game is controled with the mouse. Moving the mouse will
- move the paddle in the play area. Extra features of the game
- can be accessed from the Menu Items or Hotkeys.
-
- HOTKEYS
-
- Certain keys or combinations of keys operate as shortcuts.
-
- Control - O Open a New Game window (only if not already open)
-
- Control - N Start a New game. Opens new window if necessary.
-
- Esc Pause a game in progress. Pressing again unpauses.
-
- Control - Q Quit the program
-
- Control - L Load a background image. User selectable via
- the file selector.
-
-
- Menu Items
-
- About BoinkOut2
-
- Displays information about the game. Revision and URL.
-
- Open Window
-
- Opens a Game window if there is not already one open.
-
- New Game
-
- Starts a New Game. Will abort a game in progress. Will
- open a new window if necessary.
-
- Pause Game
-
- Pauses a game in progress. Selecting again will unpause
- the game.
-
- Quit
-
- Exits the program.
-
- Set Timing
-
- Opens the Timing Dialog. For "What is timing" see above.
-
- Suggested timing values to start with:
-
- Normal ST 0 (Includes All 8 mhz 68000 Atari's)
- TT/Nova Gfx 30
- 060 clones 60 (Seems to be a good place to start)
-
- You will want to experiment with the timing for your own
- system. Let me reitterate. Experiment with the speeds
- what is a good speed for one person will be a quick trip
- to game end for another. This is for entertainment, set
- the timing to where you have fun.
-
- Load New Background...
-
- Opens system file selector. This allows you to select a
- new (X)IMG file to operate as the backdrop to the game
- play area. See "What image formats " above.
-
- Sound ON/OFF
-
- This toggles whether to play any sounds or not. When off
- your boss or wife won't know what you are doing ;)
-
- Load Level Set...
-
- Opens system file selector. This allows you to select a
- new LVL file. LVL files are level description files for
- BoinkOut2. You can make your own LVL files and share
- them with your friends.
-
- View High Scores
-
- Opens the High Score window. This will show you how well
- you or your friends have done in the past. It will also
- show you the first time you play, that I have watched too
- many episodes of "Are You Being Served?", over the years.
-
- Save Preferences
-
- This option will save your game preferences. At the moment
- this only saves your Timing variable.
-
-
- Game Play
-
- BoinkOut2 at it's heart is a breakout game. If you don't know
- what breakout is then play it for a few minutes and you will know ;)
-
- However BoinkOut2 is also close to the family of Arkanoid. Kind
- of a Breakout+.
-
- The game takes place in the game window. We will refer to this
- as the play area. At the top of the play area, you will see
- three fields.
-
- The first is preceded by a strange shaped litle object that is
- a representation of the ball used in play. The number next to
- it shows how many balls you have left. Note. If it says 1
- you are on your last ball. Once you hit 0 the game is over.
-
- The next field is the Level indicator. This shows what level
- you are on. The built in levels of BoinkOut2 number 36, once
- (if) you hit 36 you will wrap and start at level 1 again.
-
- The last field on the right is your score.
-
- Below this should be an array of blocks. Level 1 has 7 rows
- and 9 columns of blocks. Level 1 has all normal blocks.
-
- There are several types of blocks in the game.
-
- 1. Normal bricks. One hit and they are gone.
- 2. Normal Spin bricks. Look a bit different one hit.
- 3. Double Spin bricks. Two hits to get rid of this.
- 4. Triple Spin bricks Three hits...
- 5. Quadruple Spin bricks Four hits...
- 6. Permanent bricks Can not be destroyed.
- 7. Magic Bricks See below
-
- Magic Bricks are the fun ones. You never know quite what is
- going to happen. The play area could be erased, all the bricks
- can become invisible, multiple balls can come out. There are
- some suprises waiting for you with these.
-
- At the bottom of the play area, is an open area containing your
- paddle. This is what you use to hit the balls back up. A ball
- hitting the bottom of the play area dies.
-
- Making your own Level Sets.
-
- To make your own level sets open up your favourite text processor
- and edit away! Actually is fairly easy to do. The built in
- levels exist in a file called BOINKOUT.LVL, this will show you
- how all the levels that you have played are put together.
- I've also included another file called TEST.LVL, this is not
- a recommended set. But shows that you can load more than one
- level set.
-
- All the rules for building your own levels exist in either of the
- .LVL files. They are fairly easy. Levels have 63 blocks, 9 columns
- by 7 rows. The identifiers for the block types are in the files.
- One big warning. NO SPACES in the data area. This will cause the
- file to be misinterpreted.
-
- NOTE: There is a hard coded maximum of 99 levels that can be loaded
- from a LVL file.
-
- Hey sometimes my balls bounce off the bottom of the play area instead
- of dieing.
-
- You are the lucky recipient of the Magic Bottom! Magic bottom
- can be invoked by a magic block. However sometimes the clipping does
- miss a ball and sends it bouncing back up. Smile don't complain.
-
- Anything Else?
-
- Yes I'm sure there should be. If anyone has any questions or input
- on what should be in the docs let me know. I still have a few more
- things that I'm planning on adding. I know it's getting kind of late.
- But I've already worked most of them out. They just aren't implemented
- in this binary.
-
-
- Finals notes:
-
- This probably isn't the pretiest program in the competition. As usual
- for me, I didn't get the time to really get the bits and bobs done that I
- wanted to get done. However I hope that the game is playable. The souce
- will be available on my web page, if you feel so motivated to go in and
- clean up the bits I didn't get finished. Please let me know if you do.
-
- I also owe alot of thanks to a lot of people for getting it to this state.
- All the people on my beta list (Charles Silver, Edward Baiz, David Leaver and
- Paul Williams to name a few (my memory is lapsing and I don't have enough time
- to log in and get the rest. Please accept my apologies if I left you out) and
- SWE who did alot of real time testing for me via #atariscne on IRC.
-
- I also owe alot of thanks (as we all do) to many other programmers over
- the years who have helped me out when I've gotten into hard spots. I'd list
- you all, but then everyone would realize that I don't program anything I just
- recompile ;)
-
- Have fun and enjoy,
-
- Dan Ackerman
- baldrick@netset.com