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-
- Search
-
- and
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- SearchEditor
-
- (c)1991,1992 Alan Farrell and Growling Dragon Software
-
- January 2,1992
-
-
- SSSSS H H A RRRRRR EEEEE W W A RRRRRR EEEEEE
- S H H A A R R E W W A A R R E
- S H H A A R R E W W A A R R E
- SSSSS HHHHHH AAAAA RRRRRR EEE W W W AAAAA RRRRRR EEE
- S H H A A R R E W W W W A A R R E
- SSSSS H H A A R R EEEEE W W A A R R EEEEEE
-
-
- Yes, Shareware. I am a starving student (ahhh, I can hear the violins now!)
- Send what you think it's worth. As a HINT, I would send about $10 to me if
- I liked it, but I am biased, aren't I. Seriously, send what you think it's
- worth and if you take the time to send the money send the flames also. What
- changes do you want to see? Like? Dislike? If you mention specific changes,
- I will try to incorporate them.
-
-
- THIS ENTIRE PACKAGE:
-
- Search
- SearchEditor
- TileExplanation.pic
- 0001
- 0002
- 0003
-
-
- IS COPYRIGHT 1991,1992 ALAN FARRELL AND GROWLING DRAGON SOFTWARE. ALL RIGHTS
- RESERVED. THIS PACKAGE MAY NOT BE DISTRIBUTED FOR PROFIT BY ANYONE SAVE
- ALAN FARRELL WITHOUT EXPRESS WRITTEN PERMISSION OF ALAN FARRELL.
-
- ALAN FARRELL PROVIDES NO WARRANTY OF ANY KIND AND ACCEPTS NO RESPONSIBILITY
- FOR THE RESULTS OF USING THIS PACKAGE.
-
- I hate legalese. Death to lawyerspeak!
-
- Kinda like Eddie Murphy...produced by...directed by...written by...starring.
-
-
- ----------------------------------------------------------------------------
-
-
- Philosophy: (i.e. you can skip it and not miss anything useful)
-
- Search is a game where you are not chased by anything.
- (trans: My hand starts to hurt playing arcade games.)
-
- Search is a game where no points are awarded.
- (trans: If you didn't enjoy playing it, do points make it better?)
-
- Search is ultimately a puzzle to solve. No time limits.
- (trans: Don't you hate it when the phone rings and you forget which
- button pauses the damn thing??)
-
- Search is a maze game made of tiles. Tiles can be blank, hold letters,
- be walls, floor, holes to fill, energy to grab, different kinds of
- teleporters and whatever I decide to add before this is ultimately
- released.
-
- My philosophy designing the game was that there has to be a market out
- there for a game of wits. Not a game like chess, where some just cannot
- play, but a game that everyone can play. Levels can be designed that are
- just simple mazes to negotiate, tasks to solve, or questions to answer.
-
- Mazes is pretty self-explanatory. You are here. You don't want to be
- here, you want to be there. Get there.
-
- Tasks involve filling holes to get from here to there, finding the false
- walls to get from here to there, etc.
-
- Questions to answer...this is a tricky one. I think of it like this:
-
- The level designer writes a question on the floor and provides
- possible answers with different paths associated with each answer.
- The player takes the path associated with the answer he/she thinks
- is right. Simple, huh? Too simple?
-
- Too simple? I don't know. You tell me. I wrote this for my own enjoyment
- both in the coding and the maze playing. I envision using it with my
- kids (2 and 4) as a "fun" learning tool. I really hate the phrase
- "fun learning tools." If they are fun you shouldn't have to worry about
- what you are learning.
-
-
-
- ____________________________________________________________________________
-
- INFO on operation:
-
- Neither program accepts command line or extended selection arguments.
- Both programs run under 1.3 or 2.0. They have been tested in both
- enviornments.
-
- Neither program multitasks NICELY! They multitask, but they are both
- processor hogs. This is due to the fact that I peek the Joystick data
- instead of the machvillian method C= recommends. In order to do it my
- way you have to use a busy loop, a big no-no if you want other programs
- to work at any speed. Without the joystick support the program will
- WaitPort() nicely and you notice little to no slowdown in other
- programs. Is it worth it? You make the choice. In both programs,
- pressing <shift>J will toggle the joystick on and off. The programs
- initially run with the joystick ON.
-
- *** BOTH PROGRAMS REQUIRE ARP.LIBRARY TO BE IN YOUR LIBS: DIRECTORY ***
-
-
-
- Search:
- To start:
- CLI: type "run search" or "search"
- WB : double click the icon.
-
- Control:
- Keyboard:
- 8 = up * = drop marker/return to marker
- Q = quit.
- 4 = left 6 = right
-
- 2 = dn
-
- Joystick supported for movement. Markers and quitting done with keys.
-
-
-
- SearchEditor
- To start
- CLI: type "run searcheditor" or "searcheditor"
- WB : double click the icon.
-
- Commands:
- Keyboard:
-
- 8 = up L = Load ! = Floor Tiles
- S = Save @ = Blue A
- 4 = left 6 = right Q = Quit # = Red A
- . = Goto 0,0 $ = Grn A
- 2 = dn F = Find % = Yel A
- M = Maze ^ = Pur A
- - = Prev. Tile & = Blu Destination 0
- = = Next Tile * = Blu False Wall
- _ = Prev. Back Tile ( = Blu Teleport 0
- + = Next Back Tile U = The Big Picture
- a-z Letters (obviously :))
-
- Explanation of Editor commands:
-
- PLAY with them. It is much easier to understand if you do. Play the sample
- levels that are included. Much to be learned from my sad attempts at quick
- level construction.
-
- LOAD will load a level. All levels are numbered 000?. i.e. level 1 is 0001.
- level 10 is 0010.
-
- SAVE will save a level. See LOAD for naming.
-
- QUIT will exit with a AreYouSure? requester. It DOES NOT automaticly save
- levels.
-
- Goto 0,0 will move you to 0,0 in the tiles. The board is 100X100 tiles.
-
- Find will find the next occourance of the tile selected in the Back tile.
-
- Maze will generate a maze from 0,0 - 95,95 in the board. IT WILL OVERWRITE
- EVERYTHING ON THE BOARD PRIOR TO PRESSING M. BE CAREFUL!
-
- - (Minus sign) will go back one tile in the Front Tile.
- = (Equal sign) will go forward on tile in the Front Tile.
- _ (Underline) will go back one tile in the Back Tile.
- + (Plus sign) will go forward on tile in the Front Tile.
-
- !@#$%^&*( will go to the tile indicated in the Front Tile
-
- U (The Big Picture) will generate a small map of the whole 100X100 board.
- The approach is simple. Tiles you can walk on without anything happening are
- in blue. The rest are black.
-
- a-z This is kinda hard to explain and really easy to use. If your Back Tile
- is one of the first 5 tiles, the blank ones of different colors, when
- you type on the keyboard the Front tile will become the letter you type
- in the color of the Back tile.
-
- Use the left mouse button to place tiles in the board. One click will do.
- WILL NOT drag-paint tiles on board.
-
- The colored teleports teleport only to teleports of the same color.
-
- The Tiles labeled T0,T1,etc. teleport only to the FIRST tile labeled D0,D1,
- etc. that is the same color of the T0,T1,etc. tile. i.e. The red T0 tile
- will teleport to the first red D0 tile it comes to from tile 0,0. The search
- is from 0,0 to 100,100 incrementing X then Y. i.e. 0,0 1,0 2,0 ...
-
- The tiles that are half blank/half wall or hole are switching tiles. The
- player sees them as blank tiles in their color. After the player crosses the
- tile it becomes either a wall or a hole depending on what you chose. The
- tile functions thereafter exactly like a wall or hole, i.e you cannot move
- thru a wall and you cannot move thru a hole unless you have some power.
-
- The player tile is the circular red and yellow tile. Place this ONCE in the
- board for the players starting position. The player tile closest to 0,0
- is the player tile. Any other tiles in the board like this will be treated
- as walls.
-
- The Goal Tile is the checkered tile. The player will advance to the next
- level upon reaching this tile. Place as many as you like, they all function
- the same.
-
-
-
- Please! Question, comments, suggestions, SHAREWARE FEE!:
-
- GEnie: XTY01282
- CIS : 74007,3420
-
- Mail : 143 Fern Ct.
- Sacramento, CA
- 95819
-