home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga CD-Sensation: Golden Games
/
Amiga CD-Sensation - Ausgabe 2 - Golden Games (1996)(GTI - Schatztruhe)(DE)[!].iso
/
Brain Activity
/
PipeLine
/
PipeLine.doc
< prev
next >
Wrap
Text File
|
1995-10-24
|
9KB
|
211 lines
+--------------------------------------------------------------------+
! PipeLine V1.0 !
! !
! program (Amiga): Arnold Schommer !
! program (PC), idea: Andreas Schommer !
! level design: Arnold Schommer, Andreas Schommer !
+--------------------------------------------------------------------+
1. Introduction
2. System Requirements
3. Objective of the Game
4. Usage
5. Designing own Levels
6. Legal Stuff
7. Miscellaneous
1. Introduction
PipeLine is an thinking game for one player with the objective to
create an closed network of pipes.
2. System Requirements
PipeLine works on any Amiga with Kickstart 1.3 or above. (it was
tested only on a 2000B with A2630)
PipeLine requires the "diskfont.library" and the font "topaz" at a
size of 11 points ! (as far as i know, this is part of the workbench
distribution)
PipeLine requires about 170 KByte disp-space.
PipeLine can be run from a CLI or from the Workbench.
Pipeline gets copied by copying the whole drawer.
The files are:
- PipeLine: the game-program
- PipiLine.levels: the level-data
- PipiLine.doc: this doc-file
- SAMPLES.RAW: the data for the sound-effects
- Editor: the level-editor
Who wants/has to give up the sound-effects for any reason, may delete
the file SAMPLES.RAW. The program nevertheless runs. But please don't
copy the program in this crippled form !
3. Objective of the Game
The player has the task to create ONE closed object out of a given set
of tiles in a limited space. All ends of branches have to be
terminated with half straights. As soon as such an object is built and
all tiles are used up, the level is solved.
The levels differ in the size of the playfield and in the stock of
piles.
4. Usage
4.1. Starting the program
PipeLine can be run from the Workbench or from a CLI.
A parameter can be given, which states the (name of the) level-file to
be used.
If starting via Workbench, you have to ensure, that the level-file is
in the same drawer as PipeLine because else the sound-data-file is not
found (which should not cause a crash, either).
4.2. The Menu
Here you can choose the wanted level, start the game itself or leave
the program.
To select another level-file, first type 'F' or click the gadget under
the text "level-file:". Then enter the name of your level-file in the
string-gadget.
With '+' and '-' or the equivalent gadgets you can now choose a level
of the current levelfile. The name gets displayed at the bottom border
of the screen.
With Escape you can leave the program (after a security request).
With all other keys you start the chosen level.
4.3. The Game itself
At the bottom of the screen you see all possible elements, which you
have to set in the raster in the area above. Under each element there
is the number, how often it still has to be used. If there is no
number, this element is not (anymore) available. One of the elements
is framed. That means, you are going to set this element in the
playfield. In the playfield there is also most often one field
framed. It shows you, where you are going to set or remove an element.
Usage with Mouse:
You can set the chosen element in the playfield by pointing at the
wanted field and clicking the left mousebutton. If you click the right
mousebutton, the field is cleared if it was filled, else the chosen
element is set, too.
If the last element of one kind is set, a new kind of elements is
chosen automatically.
If you point at one of the elements at the bottom and click a
mousebutton, this element is chosen as the current element - as far,
as available.
If you see that your creation had to grow over the borders of the
playfield, maybe one of the four scrolling-gadgets at the right top of
the screen can help you. With them you can shift all of the playfield
one field in the arrows direction. Caution: if something leaves the
playfield, its lost (of course the tiles are counted to the stock -
else you could simplify the level as you want).
Usage with keyboard:
The frame in the playfield and around the element to set act are
cursors.
The cursor-keys and the keys 1-4 and 6-9 on the numeric keypad are
equivalent (1,3,7,9 encode diagonal directions).
The playfield-cursor is moved with the cursor-keys, the "element-
cursor" with shift and the horizontal cursor-keys or Tab (to the
right) and shift-Tab (to the left).
With Return, Enter or keypad-5 you set a tile, with Backspace or Del
you take it back; with Space you clear the field or set the current
element if the field was empty.
With Escape you can quit the game.
If you don't change the settings in the menu and restart the game, you
can continue to play: What you did before, is not cleared in this
case.
The scrolling is done with Alt and the cursor-keys.
5. Designing own Levels
The program "Editor" looks pretty much like the game program. The
usage is nearly identical apart from the fact, that you get your
paintings saved and may (nearly) any number of tiles of any kind.
Now the differences / extensions in the usage:
- Menu:
- There is a new string-gadget "level-name" where you have to enter
the name of the level to be designed bevor you start to paint it.
- You can append a level to an existing file.
- Names of not yet existing level-files are accepted.
- Editor (very similair to the game in the game-program)
- You start without tile-stock; the display at the bottom of the
screen counts the used tiles.
- You can change the size of the playfield.
The Control and a cursor-key add a row/column at the corresponding
end of the playfield; Control & Shift and a cursor-key delete a
row/column at the corresponding end of the playfield. The same do
the four scrolling-gadgets without/with Shift.
- As soon as you have "drawn" an allowed igure, you are asked if you
want to overwrite the level.
Caution: This question is not repeated at leaving the editor !
It is not possible to modify levels designed before because only the
number of used tiles, not their arrangement is saved to the level-
file.
A level-file may contain any number of levels. Seperate level-files
can be linked to a single one with a CLI-command like
"join <level_1> ... <level_n> <level_1_to_n>"
Level-files of the PC-version can simply be used.
The other way around you have to obey that the PC-version allows
playfield of one row less height !
6. Legal Stuff
I do not guarantee full functionality of PipeLine. The author takes no
liability for any damage caused by the programs to the player/user or
the computer.
PipeLine is FreeWare. It may be copied freely as far as the files are
copied unchanged and complete. New levels may be added, but only as
FreeWare.
Noone may profit from distributing PipeLine.
I approve improvements of the game, portations to other computer-
systems and further implementations on the amiga, as far as these
include innovations and the program remains FreeWare. Please write to
me, if you have further questions.
7. Miscellaneous
There is already an PC-version of PipeLine that you can order at the
following address for a fee of 3,-DM (within europe):
Andreas Schommer
Erikaweg 16
40670 Meerbusch
FEDERAL REPUBLIC OF GERMANY
Write me your opinion about PipeLine!
I'd like to get:
- new levels [also as HexDump or similair on paper - we
don't want to wast money on postage, do we ?]
[but i'll get angry if i find out that the level can't be
solved !]
- suggestions for improvements
- Bug-Reports. Please as precise as possible:
- How can i (the programmer) produce the error
- How does it show (What tellls PipeLine / what a nonsense
happens / Guru number / ...)
- Type of amiga, CPU, memory
- Version-number of Kickstart, Workbench
- donations (remember: PipeLine is FreeWare !)
[is there somewhere a 4000 with 68060 getting dusty ?!?]
Address of the author:
Arnold Schommer
Erikaweg 16
40670 Meerbusch
FEDERAL REPUBLIC OF GERMANY