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-
- -=* The Game *=-
-
- ©1996/1997 Dead Roo Software
-
-
- Dead Roo Software takes no responsibility for any damage caused to
- computer hardware, software or associated data, and any damage,
- either physical or psychological, inflicted upon users of this
- product by the product.
-
- So There.
-
- It's not our fault if you feel compelled to microwave the cat.
-
- This program is freely distributable. Only a very very small fee for
- disks or copying may be charged for this program. We mean it.
-
- Welcome To TOADS.
-
- I suppose you want an introductory story to set the scene or
- something. Bleh. This isn't a film you know. This is just a bit of
- mindless violence. But so you don't mistake it for a Jean-Claude Van
- Damme film I should give you a little plot or is it a theme? I
- dunno.
-
- In the early 1990's a commercial Australian television network which
- will remain nameless produced a television series called Paradise
- Beach. Paradise Beach was a soap opera. A truly atrocious soap
- opera. It consisted mainly of tanned young people running around
- sunny bits of Queensland.
-
- No one imagined that a television program could kill. Not until
- people started dropping dead in front of their TV's with a substance
- very similar to Camembert cheese dribbling out of their ears and
- noses. At first it was thought that advertising agencies had finally
- gone too far but studies proved that Paradise Beach was literally
- turning viewers brains into cheese.
-
- It was well known that soap operas could cause small amounts of
- brain damage in some people. A very small percentage of the
- population could even be turned into gameshow hosts by Home And
- Away. But actually killing people by turning their brains to cheese
- was too horrible to imagine. So horrible that the Tasmanian dairy
- industry went on strike. Something had to be done.
-
- Something was done.
-
- The Australian government with unusual public mindedness disposed of
- Paradise Beach. The scripts, the sets, the filmed episodes even most
- of the cast and crew (Except that dumb red haired chick who's now
- in MediVac) were destroyed and the bits and pieces dumped in
- swampland in the middle of nowhere.
-
- Everyone thought it was over.
-
- They were wrong.
-
- Five years later something emerged from that swamp. Something grown
- enourmous and deadly from the mutating toxins in the remains of
- Paradise Beach. Something with a burning hatred for human beings.
-
- TOADS.
-
- It's up to you to save the world from marauding amphibians.
-
- With a fast car and some well aimed rockets.
-
- Yeehaa.
-
- So. How's that for a story? Better than most I bet :]
-
- TOADS was written in Blitz Basic 2 on an Amiga 1200 with 8Mb of
- fast RAM and a 28Mhz 030 CPU. The graphics were drawn in
- DeluxePaint 4 AGA.
-
- Dead Roo Software consists of:
-
- Andrew Kennan
-
- Design
- Programming
- Graphics
- Documentation
- etc
-
- I can be contacted at
-
- 63 Elswick street
- Safety Bay 6169
- Western Australia
- Australia
-
- If you like TOADS how about sending me a postcard or something
- (beer, money etc). Feel free to tell me about any bugs, or ideas you
- feel like sharing, or even your personal problems (I like a good
- laugh).
-
- TOADS should run on any PAL Amiga with at least 1MB of Chip RAM and
- a hard disk. The utility programs use the gadtools GUI library which
- (I think) requires OS2.0 or higher.
-
- However it might be a bit slow with just a 68000 CPU. The faster
- your Amiga the better.
-
- TOADS can't be run from floppy disk because,
-
- - It won't fit on 1 disk and I can't be stuffed making it aware of
- multiple disks.
-
- - Floppy disks suck.
-
- TOADS works just fine on my a1200 030/28MHz :]
-
- To install TOADS simply copy the directory to where you want it.
- Then copy the fonts/toad.font to your FONTS: directory.
-
- Alternatively you could double click on the Install_TOADS icon.
-
- To start TOADS just double click on the icon. After all the intro
- rubbish is finished with you will be presented with a title screen.
- From here you can decide what sort of sound you want during the
- game, the controllers you want to use for the game, what levels you
- want to play and whether you want a one or two player game.
-
- Sound
-
- SFX - Ribbits, splats, whooshes, booms and enginish noises.
-
- Music - Errrm...music
-
- None - The dull sound of silence
-
- Controls
-
- Joy 0 - Use a joy stick/pad/whatever in port 0 (The mouse port)
-
- Joy 1 - Use a joy stick/pad/whatever in the port the mouse isn't
- in.
-
- Keys - Use the arrow keys to move and the right shift key to
- fire.
-
- Choose a Game
-
- Use the buttons with arrows on them to select which playlist you
- want to play.
-
- One Player - All by yourself eh? Well press this button for some
- solo Toad squashing action. Then maybe go find some
- mates.
-
- Two Player - Much more fun. Now you can try and trash your mates as
- well as the Toads.
- Tip #1 Don't try to run over other cars unless you
- have heaps more armour and energy than them. Use
- Rockets instead.
-
- When you have done all that a a description of the game you have
- chosen will be displayed.
-
- Right. Now You're ready to Choose Your Weapon.
-
- In TOADS your weapon is your Car. It's pretty hard to kill a giant
- Toad with a cricket bat while it's biting your leg off so you need a
- turbo charged, armour plated, missile toting killing machine.
- Preferably with nice paintwork because it's things like that which
- can affect the resale value.
-
- Each car has a number of attributes.
-
- Velocity - Your cars top speed.
-
- Acceleration - How quickly the car reaches it's top speed.
-
- Braking - Useful when you need to stop.
-
- Steering - How well your car turns.
-
- Armour - The more armour you have the less damage you car will
- sustain due to poor driving.
-
- Rockets - Usefull things with a jet at one end and a big bomb at
- the other end.
-
- Nitros - A handy speed boost when you need to be somewhere else in
- a hurry.
-
- The screen is divided into two parts. On the left is player one's
- stuff and on the right is player two. Use the buttons with arrows on
- them to scroll through the available cars until you find one you
- like.
-
- Pressing the button labelled "Name" will allow you to enter
- your name. Press the Enter button when you have entered your name.
-
- When you are happy with your choice of car and name press the Done
- button at the bottom of the screen. When everyone has finished the
- game will start.
-
- Before each level begins a screen will be displayed showing the
- name, description, time limit and kills required for that level.
-
- The object of TOADS is - wait for it - to kill Toads. On each level
- you have a time limit and a minimum number of Toads to kill within
- that time limit.
-
- The Toads will be hopping from the bottom of the screen to the top.
- Simply drive your car around and run over them or fire rockets at
- them.
-
- Controls
-
- Pressing forwards or up will make the car accelerate
- Back or down will make the car decelerate.
- Left and right will rotate the car.
- Pressing the fire button and up will fire a nitro (if you have
- any)
- Pressing fire and down will fire a rocket if you have any.
-
- (When using the keyboard the fire button is the right shift key)
-
- Try not to run into anything besides Toads or the bonuses they
- sometimes drop. Otherwise your car will be damaged. If your car
- reaches 0% errm "Health" it will explode and it's Game Over man,
- Game Over!
-
- Bonuses
-
- Rocket (in a little box) - Gives you an extra rocket.
-
- Nitro (grey thing with an N on it) - An extra nitro.
-
- Armour (Metal plate thing) - Better armour.
-
- Steering (A steering wheel) - Improves your steering.
-
- Acceleration (An Arrow getting bigger) - Better acceleration.
-
- Braking (An arrow getting smaller) - Better braking.
-
- Velocity (A little car) - Higher top speed.
-
- Health (A big red heart) - Gives back some health.
-
- Extra kills (A little Toad saying "OI") - Some extra kills.
-
- If a Toad drops a little green circle with a red x on it stay away.
- It's a mine. Hmmmm...maybe you didn't need to know that.
-
- If the time limit expires and you haven't slaughtered enough Toads
- you will be out of the game.
-
- When the time limit runs out and you have killed the required number
- of Toads (or even better, more Toads) you can go to the Toad Shop.
-
- So, you've made it to the shop. Now it's time to turn that cruddy
- Datsun into a real car.
-
- For every Toad you kill you get $5 to spend at the Shop. You can
- spend your money on velocity, acceleration, braking, steering,
- armour, rockets, nitros and damage. Damage is how "healthy" your car
- is. If that reaches 0% you are dead.
-
- You can also make more money by selling (degrading) any of the
- attributes of your car. So if you have lots of rockets but you need
- more armour you can sell some rockets to buy extra armour. You
- cannot sell Damage.
-
- Click on the name of the attribute you want to buy or sell. The
- button will be highlighted in red. Now you can use the buy or sell
- buttons. Next to each attribute is it's cost. Pressing the buy
- button once will deduct that amount from your money. Pressing Sell
- will add that much to your money.
-
- When you have finished with your car press the Done button to go on
- to the next level.
-
- It is quite easy to create your own cars to use in TOADS.
-
- Creating The Graphics
-
- To create a new car you must first draw the graphics for it
-
- In the Cars/CustomPics drawer is an IFF picture called
- CustomCar.iff. Load this file into a graphics editor such as
- DeluxePaint.
-
- Remember: Don't alter the palette!
-
- At the top of the form are 24 boxes. In these boxes you must draw
- the animation frames for the car. Each frame should be rotated 15
- degrees from the previous one. The top left box shouold be at 0
- degrees (facing right), the box to the right should be 15 degrees,
- the next one 30 degrees and so on. The second line of boxes should
- start with a frame facing up (90 degrees).
-
- Beneath the animation frames is a large box where you draw the
- picture of the car to be shown in the car selection and shop
- screens.
-
- Under the car picture box is a smaller box where you draw a face to
- associate with that car.
-
- Now save the picture under a different name. DO NOT OVERWRITE THE
- ORIGINAL CUSTOMCAR.IFF.
-
- Now run the Car_Editor program. Click on the button labelled
- "Process Form". A file requester will appear. Choose the file you
- just saved your car into. If the form is valid another file
- requester will appear asking you for the name you wish to save the
- face picture as. Then you will be asked for the name of the large
- picture file and then the car animation frames file.
-
- Adding A Car
-
- Now you have drawn the car you have to add it to the car list. The
- list is stored in the file Cars/carlist. There are two ways you can
- edit the file:
-
- By Hand (The hard way)
-
- Load the carlist file into you're favourite text editor. Each car
- is defined within a block that begins with the line
-
- New Car=<car name>
-
- and ends with
-
- End Car
-
- anything outside a New Car/End Car block is ignored. Inside the
- New Car/End Car block a number of keywords are used to define a
- car.
-
- Face Pic= Name of the file that contains the face picture to use
-
- Car Pic= Name of the file containing the large picture of the
- car.
-
- Shapes File= Name of the file containing the animation frames
- for the car.
-
- You do not need to supply a path to the files. TOADS automatically
- looks in the Cars drawer.
-
- Max Velocity= A number between 0 and 127, the top speed of the
- car.
-
- Acceleration= A number between 0 and 127, how fast the car
- accelerates.
-
- Braking= A number between 0 and 127, how quickly the car brakes
-
- Steering= A number between 0 and 127, how well it turns
-
- Armour= A number between 0 and 127, how tough the car is.
-
- Nitros= A number between 0 and 127, # of nitros to start with.
-
- Rockets= A number between 0 and 127, # of rockets to start with.
-
- There must not be any spaces between the keyword and the "=" that
- follows it. Also it's not a good idea to put spaces after the "="
- either. However, whitespace is allowed anywhere else. Have a look
- at the cars already there before making your own cars. Then save
- the carlist and run TOADS
-
- With The Car_Editor program (The easy way)
-
- Run the Car_Editor program.
- Beneath the list of cars is a button labelled "New". Click on this
- button to create a new car. Select the car you have just created
- in the list. Now you can change it's name, the files containing
- it's graphics and the statistics of the car. When you're done
- click on the "Save" button, quit the program and run TOADS.
-
- Making your own levels to play in TOADS is pretty simple. Each level
- consists of a map file and an iff picture. The levels are combined
- together into playlists. The playlists are stored in the
- Levels/playlist file.
-
- Creating a map
-
- Run the MapEd program.
-
- Using the Block menu you can select a type of background to draw
- with. Use the left mouse button to draw your level map. Choose
- Save Map from the project menu. Choose a file name for your map.
- For the sake of consistancy you should put a .map extension on the
- file name. The map data will be saved under the file name you
- provide and an iff picture of the map will be saved under the same
- name but with .iff on the end.
-
- Green blocks on the map represent grass.
- Grey blocks are for roads.
- Brown blocks are rocks.
- Cyan blocks are slippery stuff. You should not put cyan blocks on
- the edges of the map as they can play silly buggers with the cars.
-
- Now load the iff picture into a graphics program. Use the areas of
- colour as a guideline when adding details to the map.
-
- Remember: Don't alter the palette!
-
- If you use the MapEd program to edit a map which already has a
- picture you will be asked if you want to overwrite the picture
- when you save the map. This might not be a good idea if you have
- just spent a couple hours refining your masterpiece.
-
- Creating a new playlist
-
- Levels must be in a playlist. To create a new playlist you can
- either
-
- Edit the playlist file by hand
-
- Load the Levels/playlist file into your favourite text editor.
- A playlist is enclosed within a block that begins with
-
- New Playlist=<name>
-
- and ends with
-
- End Playlist
-
- Anything outside the New Playlist/End Playlist block is ignored.
- The name of your playlist should be less than about 12
- characters.
- Inside the playlist you can use the following keywords
-
- Description=<description of playlist>
-
- New Level=<name of level>
-
- End Level
-
- The description should be no more than about 200 characters.
- Inside the New Level/End Level block you can use the following
- keywords,
-
- Map Name=<name of map file>
-
- Pic Name=<name of background picture>
-
- Map Desc=<description. (less than 40 characters)>
-
- Time=<Time limit in seconds>
-
- Minimum Kills=<minimum number of toads to kill>
-
- Maximum Toads=<number of toads allowed on screen>
-
- Player 1 X=<player 1 start X coordinate in pixels>
-
- Player 1 Y=<player 1 start Y coordinate in pixels>
-
- Player 2 X=<player 2 start X>
-
- Player 2 Y=<player 2 start Y>
-
- Clock X=<clock X coordinate>
-
- Clock Y=<clock Y coordinate>
-
- Chance Of Bomb=<% of items dropped by Toads that are mines>
-
- The Maximum Toads attribute can be used to make the game more
- or less difficult. Also on slower machines you may have to
- reduce the number of Toads on screen to speed up the game.
-
- You should try not to make a level impossible, eg 100 kills in
- 30 seconds is asking a bit too much. As a rough guide, 100 Toads
- will hop up the screen in 40 seconds if only 6 can be on the
- screen at any one time.
-
- Or use the Playlist_Ed program.
-
- On the left of the window is a list of playlists, to the right
- of this is a list of levels in the currently selected playlist.
- If you read the above section most of the buttons should be
- pretty self explanatory :]
-
- DO NOT CREATE AN EMPTY PLAYLIST!
-
- Once you have created your levels and playlist you can run TOADS and
- play them.
-