Short: Collect blue blobs and cross finish line Author: Cloudsprinter, AmigaOS 4.0 compile by Spot / Up Rough Uploader: spot triad se Type: game/actio Architecture: ppc-amigaos >= 4.0.0 CONVEYSDL VERSION 1.3 august 2005 This is convey sdl (c) cloudsprinter.com add -fullscreen on exe to enable fullscreen I knocked this game up over a couple of days, and can't be bothered coming up with a suitable story line. The objective of the game is to collect all blue blobs on the conveyer belt and then cross the finish line, if you miss any you will be taken around again. KEYS: arrow left=left arrow right=right =jump q=exit you cant jump right after you land! enjoy. ----------------------------------------------------------- Currently the games has -7- levels updated august 2005 deigned by :- Me. ----------------------------------------------------------- LEVEL DESIGNER yes, you can design you own levels with this game! I'm hoping people who like this game will design some levels and mail them to me so it can be a nice big game. If you look in the levels directory you will find some files called level suffixed with their number, also a file called info, info is the ammount of levels there are in the directory, this number must be 3 digits so for one level 001 for 13 levels 013 or for 873 levels 872, i dont think 872 will happen due to directory objects constraints, if people do make more than 70 levels i will alter the code to handle it and add a password system. In the level files the first line is the ammount of lines of tiles there are, the following lines are the actuall level each part must be 6 characters wide and end with a return, i use zap with logical line numbers displayed to make levels, this way i can tell if i have the return and can easily tell how long the level is. the numbers represent as follows 1-floor 2-hole 3-red blob 4-finnish line 5-jump pad 6-shift right 7-shift left 8-cracked tile 9-speed up 0-slow down the finish lines pads can go anywhere, only if you have collected all the red blobs and go over a finish square will you advance a level shifting to off the level will not do anything, you will remain on the track jump pads will make you land 2 squares further up the level so you can have a jump pad followed by a hole and land the other side safely, assuming there is floor to land on! cracked tiles have the same effect as holes, they are just not as visible currently the maximum lenght for a level is 1000. if that makes any sence well done! ----------------------------------------------------------- email: N.White()moose.co.uk - send your levels! http://www.cloudsprinter.com/software/ ----------------------------------------------------------- LOG: started writing this afternoon finished off today (started yesterday) converted to C & SDL 8/5 improvements ENDLOG ----------------------------------------------------------- TO DO ok, i've improved the gfx and stuff a bit for this game but i really cant be arsed with a high score thing so if you want you can do that and mail it to me, there you go. ----------------------------------------------------------- this game is released under the GPL if you didnt get a copy of the gpl with this game it's because i didnt include one. N.White()moose.co.uk .___________________________________________________________. | | | A M I G A O S 4 . 0 C O M P I L E B Y | ._______ .______. | | ____/________________________________________| |__ . ._|____._ | ._ | ._ | _/______. | |/ | |/ | |/ | |/ | | | _________| | | |_________________|______|spt/up |_______________|_______________| . . | | | I am in a shitty economical situation, so if you feel | | that what I do is worth anything, use paypal to donate | | to my email addy, spotATtriadDOTse, thanx! | | | | Spot / Up Rough 2006 | |___________________________________________________________|