The End To End All Ends Essay — страница 7

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keyboard. This will remove all sprites under the mouse cursor. -When selecting tiles, you can select rectangular ‘blocks’ of tiles all at once to save time. To see what I mean, try left clicking on the select tiles display, and the right clicking somewhere under the spot where you left clicked. You should now see a white box surrounding the selected tiles. When you add these tiles into the map, all of them will be added at once. When creating patterned background areas and such, this tool can save a lot of time. -Well, thats about it for now on mapping. Good luck mapping! Also, as I mentioned before, the Worminator source code may be avalible to you for use on your own projects if you request it. Having the source code would let you compleltely redesign the game into whatever

you like, but it is also extremely complicated and should only be attempted by exptert users with knowledge of C++ and experience with Allegro + DJGPP –===============– –== Credits ==– –===============– Programming – David Layne (also sort of the project leader, if we really had one) Artwork – Keith Palmer and Jeff Nielson Level Design – Kurtis Palmer, David Layne, Keith Palmer, and Jeff Nielson Music – Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com) Special Thanks: -Shawn Hargreaves and all others who helped make Allegro. Free stuff rules! -Apogee + ID Software. They made lots of cool sidescrollers and got us interested in computer games years ago -Anyone who submits comments or bug reports to us -Jeff Nielson (For being fun to pick on -Keith Palmer

(For being lazy as all hell -Daniel Layne (For, well… nothing actually. Never mind -Creaters of UPX, which was used to compress the EXE file. (see http://www.nexus.hu/upx) -Did I forget anyone? –===========================– –== Contact Information ==– –===========================– You may contact the members of the Worminator Team at the following e-mail adresses: David Layne – DML1001@aol.com (Programmer, map reviser, sort of project leader) Keith Palmer – Superwormy@hotmail.com (Artist, map creator, group weirdo) Kurtis Palmer – Klayman6@hotmail.com (Map creator, idea generator) Jeff Nielson – Tiamat80@aol.com (Artist, map creator, guy who draws stuff too hard to program) Garret Thomson – garret_t@sympatico.ca/www.sirsonic.com (Cool guy who let us use

his MIDIs) –================================– –== The Future Of Worminator ==– –================================– The future of Worminator depends on you, the player. If we get a lot of positive feedback or serious bug reports, we will probabaly release patches or expansion packs for the game. Additionally, if the demand is there, I may clean up the source code and release that publically in some form. Currently, Worminator is completely functional and playable, but there are several areas that I would like to improve, but I will only do so if there is enough interest in the game. Also, if anyone makes any user maps that they think are really good, then zip them up and send them over to us (see contact info above for more info), and we may just post your maps on the

Worminator website! Please, if you enjoy the game, at least just drop us a quick e-mail at: DML1001@aol.com. Thanks! –=================================– –== Mini FAQ + Hints And Tips ==– –=================================– This section will provide answers to a few common questions, as well as give out a few secrets and tips to help you get started in Worminator. Q: What video mode should I use A: We recommend that you simply have Worminator autodetect video modes for you. However, if this causes the game to crash or run slowly, first try regular VGA, and then the VESA mode. Remember, you pick the video mode when Worminator starts up. Q: Can I adjust the sound volume? A: Yes, but not from inside the game. Look in your Worminator folder, and locate the worm.cfg file.

Open it up, and adjust the numbers for sound volume and music volume. The values can range from 0 (off) to 255 (maximum). Q: Can I customize the controls? A: Right now, no. However, if enough people download the game, we will probably release an update for Worminator. Currently, we expect it to include several new features and options in the engine, as well as some new levels and enemies. Q: What language was Worminator programmed in? A: Worminator was written from scratch in C++, and compiled with DJGPP (avalible for free on the net at www.delorie.com). Worminator also uses the Allegro game library, which is a free add on for DJGPP and is also avalible from the DJGPP website. Q: Can I have the source code? A: We plan to release the full Worminator source code soon. Check the