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- Rock Hard Fluffy Thing - ©1996 Mike Goatly
-
- Note that this help file just repeats the information stored in the StrongHelp
- manual. If you have a copy of Guttorm Vik's brilliant StrongHelp, I suggest
- you use it to read the help manual, as it is a lot more accessable than this
- document.
-
- -----*****Background*****-----
-
- Squidgy was just an ordinary Fluffy Thing, until one day all the Nasty Things
- and their robot drones stole all of the Fluffy Thing's diamonds! Not only was
- this devastating to their economy, but diamonds are the only things Fluffy
- Things can eat! OH NO!
-
- Squidgy decided to go out, as all good heroes do, and collect all the diamonds
- back from the Nasty Things deep down in their caves, thus saving his race from
- certain DOOM!
-
- His, and his races fate lies in YOUR hands!
-
- Good luck! (You'll need it!)
-
- -----*****The Game Menu*****-----
-
- ----Navigating the menu
-
- You can either use the up and down arrow keys, with the return key, or your
- defined keys and the return key. Pressing escape will either move the pointer
- onto the Return to desktop option, or if the pointer is already there it
- will return you to the desktop.
-
- ----The menu options
-
- Start game:
- This will start a new game from level 1.
-
- Password:
- When selected prompts you for a password. If you enter a correct one you are
- thrown straight into the start of the associated level.
-
- Define keys:
- Allows you to set up your own key definitions. The default keys are:
- 'Z' left, 'X' right, ' @/' ' up and ' ?// ' down.
-
- Options:
- Leads you to a sub-menu that allows you to turn the sound on/off and the
- background on/off (ARM2 users note- turning the background off will speed the
- game up considerably for you.)
-
- Return to desktop:
- Returns you to the desktop.
-
- -----*****Playing The Game*****-----
-
- Every time you start a level, a screen appears telling you the title of the map
- and a password (if there is one for that level) to get you back to that point
- should you die nastily. (ha ha!)
-
- Press a key to start, and the game will tell you to get ready. (You can press
- a key to skip this bit if you want to speed things up a little)
-
- Then you get into the game. The main playing area is in the big window (big
- surprise there!) and the game information is to the left. From top to bottom
- there is: Your score, the time remaining and the number of lives left. (up to
- three are shown, but it is possible to have more)
-
- The game itself is simple, collect all diamonds on the level and get out the
- exit (which will only open up once you have got the diamonds) within the time
- limit. Easy, except the whole world is out to get you. The levels are made up
- of different tiles, each one having a different effect upon you. On later
- levels the Nasty Things and their robot drones make an appearance. Watch
- out!
-
- Can you get extra lives? Yes! Every 500 points you get an extra life. Now
- there's an incentive to play the whole game from the start! (Good luck!)
-
- -----*****Hints 'n' tips*****-----
-
- Ok, some small tips:
-
- 1. Once you have started in a direction, you are committed to moving that way,
- so you can plan ahead by pressing the key for the direction you want to go
- next before you need to.
-
- 2. Ice is tricky. No doubt about it, but the previous tip is useful. The only
- other advice I can offer is try to remember where you need to go, or else you
- panic, and die horribly. If you do panic, try to get to solid ground.
-
- 3. Some exceptionally tricky switches need to be pressed twice (maybe more!)
- before they have any effect (and even then you may not see the result!)
-
- 4. The robot drones have very predictable behaviour, as would be expected from
- drones, but the Nasty Things are less predictable, their movements when they
- come to turn depend on where you are on the map relative to them. (You'll
- see what I mean!)
-
- 5. Don't give up! Practice! Have fun! Don't cry! Don't pull your hair out!
- Enjoy!
-
- -----*****The Map Editor*****-----
-
- The map editor runs entirely in the Wimp environment, allowing you to easily
- make your own RHFT levels to bemuse your friends!
-
- When you first click on the Map editor icon on the iconbar, four windows will
- appear. The big one is the main map design window, the long window beneath
- this is the message window. The window containing six icons next to the main
- window is the selector window, and just above that is the current window.
-
- -----*****The Selector Window*****-----
-
- This window gives you control over the currently selected tile. The icons from
- top to bottom are:
-
- Character placing: Once selected this allows you to choose the starting position
- of the character.
-
- Monster placing: Once selected this allows you to place monsters on the map.
- (up to 16 are allowed)
-
- Tile placing: Once selected this allows you to place different tiles on the map.
-
- Diamond placing: Once selected this allows you to place items on the map. (up
- to 64 are allowed)
-
- Plus/Minus: Selecting this changes the current tile. When the current selected
- type is the character, the starting direction is moved round. The yellow bar
- indicates the facing direction. A similar thing happens when monsters are
- selected, except when the monster is rotated full circle, the second type of
- monster becomes accessable. When tiles are selected, the range of tiles is
- rotated though. Nothing happens when diamonds are selected.
-
- -----*****The Main Window*****-----
-
- This is where the map is displayed and edited. You can place the current
- tile/monster/item/starting position (shown in the current window) on the map by
- clicking the left mouse button over the required position.
-
- When placed, some tiles require extra information to be entered. These are the
- switch tile, teleport tile, electric tiles, rotating push tiles and
- disappearing tile. The last three all require timing information to be entered.
-
- Clicking the right mouse button over one of these special tiles allows you to
- edit the information you entered.
-
- -----*****The Switch Tile*****-----
-
- Once you have placed the switch tile on the map, you will be prompted (in the
- message window to select which tile it will affect. This can be any tile, of
- any type, and once you have done this the switch edit window will appear.
-
- This window contains four enlarged tiles, each one representing a different
- tile state.
-
- You can change the tile in a given state by selecting which state you want to
- alter using the radio icons labelled 1-4, then clicking on the up/down arrows
- in the middle of the window. Only valid tiles can be used in a state. Invalid
- tiles are the Switch, teleport, electricity (on and off), Rotating push (all
- directions) and disappearing tiles.
-
- There are four more icons on the window. OK closes the window, change position
- allows you to change the tile the switch affects, take current tile places the
- currently selected tile (from the current window into the current state and
- clear state sets the current state to null.
-
- Note: Up to 16 switches are allowed, no more.
-
- -----*****The Switch Tile in the Game*****-----
-
- When the switch is first activated, the tile will change to the second state
- (It is assumed that the first state is the same as the initial state on the
- map. On each subsequent activation the state will be incremented. The
- sequence wraps around when a null state is reached (represented by a red/yellow
- cross).
-
- For example:
- A switch tile affects a given tile, that is initially a bomb tile.
-
- The states of the switch are as follows:
- Plain, Bomb, Fire, NULL
-
- When the switch is activated for the first time, the tile will not appear to
- change, as the second state is a bomb. If this is not the effect you want,
- change it. It is up to the designer of a level to make sure the switches do
- exactly what they are designed to do!
-
- -----*****The Teleport Tile*****-----
-
- Once placed, you will be prompted (in the message window) to click where you
- want the tile to teleport to.
-
- -----*****The Timing Window*****-----
-
- When you place an electricity tile, a disappearing tile or a rotating push
- tile, you will be required to enter the time (In 1/100s of a second) that the
- tile changes. In the case of the rotating push tile this is the time between
- one step in the rotation, in the case of the the electricity tile it is the
- time between turning on/off and in the case of the the disappearing tile it is
- the time between stages in vanishing.
-
- Note - only times between 1 and 255 are acceptable.
-
- -----*****Creating Your Own Map Collections*****-----
-
- The following steps will setup your own map collection:
-
- 1. Make a directory to store your maps in.
- 2. Copy the file 'SetMapDir' from Utils
- into the new directory.
- 3. Save all your maps in this directory.
-
- In your save directory you will also need a 'MapList' text file.
-
- The MapList file tells the game in what order to play the levels, and their
- associated passwords. The file contents are as follows:
-
- Level1
- Level2 \
- Level3 |These are the level filenames.
- Level4 /
- Level5
- * -This signifies the end of the level list.
- @
- Password2 \ These are the passwords for the
- @ | levels. '@' means no password
- Password4 / for that level.
- Password5
- * -This signifies the end of the passwords.