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1. Code samples
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Below is code for Gug's Puzzle Adventure Map Editor, some sprite importing code I used, and a bit of the C code for the animation engine.
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Map Editor Source
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Javadoc
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The full source code for the map editor for Gug's Puzzle Adventure is now available. Right now you can't play any of the maps you make,
because you don't have the source for the game. I'll release that later, or just a binary patcher to modify the .bin
directly. Make sure you extract to a directory, and read the readme.
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SpriteImporter.java
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Javadoc
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I put this together one evening after I realized I was spending too much time importing art resources into my GBA game. It allows us to define animations in a simple text file that refer to frames in a large image. It outputs an assembly language file that imports
the binary data, and a C file that registers the animation with the animation engine.
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animation.h
animation.c
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Doxygen
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This is the core of the animation engine for my GBA game.
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2. Screen shots
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3. How to launch and play the game
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Launching the game
First, download the ROM.
If you have a way to test on hardware, please use it! Otherwise, use an
emulator. Visual Boy
will give you all effects except for sound (Ctrl-O will load and run the ROM).
Boycott Advance
will give you sound, but doesn't support windowing, so menus are obscured by sprites
(Ctrl-O will load and run the ROM). Take your pick.
Once you run the ROM, hit start (enter) at the splash screen.
NOTE: this game was tested on hardware using the Visoly Flash Advance Linker from Lik-Sang.com.
The emulators are pretty good, but hardware's the best way to play it.
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Playing the game
Controls:
A (Z in emulator): Swap
B (X in emulator): Push
Start (Enter in emulator): start, brings up menu, exits menu without making a selection
Arrow Keys: direction
Getting Started:
Select a game type from the menu. If you have not played before, I recommend tutorial. It's a quick way
to see some of the environments (rain and clouds are in levels two and three), and it
will give you an idea of the basic rules, which are:
a) If you get four or more blocks of the same color together, they disappear.
b) If a monster of the same color is standing next to the blocks when they disappear, he'll disappear! However, he does not count towards the four block count.
Next, hit start to go to the menu, and quit. Then play Arcade Mode or Story Mode.
I recommend Story Mode for beginners, because Arcade Mode is harder.
Story Mode:
The levels are specially designed to challenge you. Some have time limits. If a monster eats you or you run out of time, you restart the level. If you can't beat a level, you can go to
"skip" in the menu if you want to see another of the three levels.
Arcade Mode:
The clock is counting down, and if you run out of time you lose! If a monster hits you, he takes away half your time. Blocks continually come into existence, and when you glom enough, you
go to the next level.
Currently, if you "lose", it takes you to the next level so you can see all three levels.
Also, if you glom more than four blocks together at once, you get a superstrength powerup! It
lets you move immovable blocks, or push two blocks at a time.
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4. Known issues
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- save and load functionality has been removed.
- super-secret powerup in story mode doesn't do anything (it will bring you to a secret level in the next version).
- occasional bug starting level three in story mode-- says game over, but you didn't lose!
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5. Information about the development team
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Project Lead/Lead Programmer:
Matthew Franklin
matt@animalocean.com
Other programmers:
Craig Olrich
Gordon McNaughton
(contact me for their contact info)
They did a huge amount of work for this game, and did some pair programming with me to get through the
hardest bits. Craig also did all the annoying stuff like setting up the CVS
repository. Thanks!
Lead Artist (only artist!):
Ruth Williams
ruth@animalocean.com
The only art I (Matt) did for the entire game is the rain. Ruth did every single sprite, background, splash screen, and piece of text!
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