home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
17 Bit Software 3: The Continuation
/
17-Bit_The_Continuation_Disc.iso
/
files
/
2620.dms
/
2620.adf
/
MULTIPLEX.DOC
< prev
next >
Wrap
Text File
|
1993-06-06
|
8KB
|
162 lines
MULTIPLEX Version 1.0 - Designed and Programmed by DARREN ISAAC in AMOS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
***** © D.M.ISAAC 1993 *****
****************************************
*************** IMPORTANT **************
****************************************
This game requires 1 MEG of RAM to run. In the interests of all users,
upon loading, the program will store the important files it requires in
RAM. Due to this, 1 MEG users will have to unplug any external peripherals
such as external disk drives, hard drives, or freezer cartridges etc. or
the program will quit itself upon loading.
****************************************
************ INSTRUCTIONS **************
****************************************
Multiplex is a very easy game to play. It is basically a computer version
of the little picture toys you can buy, where you slide the tiles around
to mix the picture up, and then have the task of putting it back to its
original state.
Once the game has loaded, you will be presented with the main screen. To
begin with, set up your preferred options. Here is a description of each
button:
-------------------------------------------------------------------------
1) LEVEL - At the top left of the screen, there are two small arrows, a
picture of a face, and underneath that, the level selected. Clicking on
either arrow will cause the difficulty of the game to either increase or
decrease. The expression on the face will change, along with the level
underneath.
2) TIME - There are two types of timer available for you to fiddle around
with: a COUNTDOWN TIME BAR, and a STOP WATCH. The two rectangular buttons
at the very bottom switch between these. There are also two buttons with
a picture of a clock on them. The coloured one will turn the timer ON, and
the grey one turns it OFF.
The TIME BAR is for setting yourself a time limit. Notice, that at the top
of the screen is a long black bar, with markings along the bottom
representing minutes. When the TIME BAR is on, clicking on the plus or
minus buttons will alter this by 30 seconds.
The STOP WATCH is simply for timing yourself. When it is on, a series of
figures will appear in the small black area underneath the on and off
buttons. These just tell you the elapsed time, and will start counting
from the moment you start playing.
3) ABOUT - Clicking on this button will bring up a screen with the
greetings and version number.
4) CD PLAYER - This gadget turns the music on and off.
5) SPEED - Switches the speed at which the tiles slide to NORMAL or FAST.
The faster speed is recommended if you intend using the STOP WATCH, as it
takes time to update, causing the game to slow down a little.
6) THE LETTERED BUTTONS - Selecting any of these will load a puzzle from
the disk, and start the game.
7) CUSTOM PUZZLE - This is probably the most useful of all the gadgets.
It will load a custom puzzle drawn by you, in any IFF paint package. To do
this, simply load up your paint package, and load the file on this disk,
called "GRID.IFF". Once loaded, a red square should appear on the screen,
and this is the area you should draw your picture in. DO NOT CHANGE THE
PALETTE, UNLESS TOTALLY NECESSARY, AS THE GAME PALETTE WILL BE ALTERED TO
THIS TOO!! ALSO, NEVER USE COLOUR 0. ALWAYS USE THE OTHER BLACK PROVIDED!!
Once you have designed your masterpiece, simply save it to a disk, and
it can now be used in MULTIPLEX!
When you click on the custom puzzle button, a file requestor will appear
enabling you to insert your disk containing the puzzle, and load it. To
do this, just click on its name, and then click on the OK gadget.
8) THE ARROW GADGETS - When playing the game. These are used to move the
tiles around. Tiles can only be moved into the black space, so whatever
arrow you click on will move the tile from that direction into the space.
The arrow keys can also be used to speed up play.
9) QUIT - To quit the current puzzle, press ESC.
10) MESSAGES - If at any time, a message appears in the black area at the
bottom of the screen, then press the left mouse button to continue.
---------------------------------------------------------------------------
** THAT SHOULD TELL YOU EVERYTHING THAT YOU NEED TO KNOW ..... HAVE FUN! **
---------------------------------------------------------------------------
*****************************************
************* FUTURE IDEAS! *************
*****************************************
Here are some things that I wanted to include in the game, but weren`t
able due to memory restrictions, so perhaps some time, I may indeed make
a 2 MEG version of this game!!!! Anyway, here they are:
1) FULL SCREEN PUZZLES - If this option is selected, all controls are
accessed from an icon-bar at the bottom of the screen.
2) ANIMATED PUZZLES!! - This option is very dubious. Because each part of
the puzzle is controlled as a bob, and there are 25 bobs used for just ONE
small puzzle, if you created a three-part animation, this would mean that
75 bobs would need to be stored in memory!, so this option is being
thought over for MEMORY reasons!!!
3) MANUAL SHUFFLE - Shuffle the puzzle up yourself!
4) TWO PLAYER OPTION - This is another option which is going into deep
consideration.
*****************************************
************ HOW I DID IT! **************
*****************************************
Multiplex was by NO means EASY!! My previous creation, PAIR IT, was a
breeze compared with this!
Before I began writing the game in AMOS, I thought the game over, and drew
up some rough sketches of what the screen would look like, and what
different functions there would be.
Once I had lots of good ideas in my head, I wacked my paint program in the
drive, and started to draw the main screen. When I had finished, I drew all
of the gadgets on it. When you click on the various gadgets, they change in
some way, so I drew second images for the gadgets, put them into a grid,
and cut them out with the AMOS Sprite Grabber by Aaron Fothergill.
Right! I had all of my graphics done, so now I thought about sound
effects. I sampled all of the sounds from various techno tapes in 23Mhz,
and converted them with the AMOS Sample Bank Maker by Francois Lionet. The
major problem I have had with converting samples in the past, is that they
had an annoying click at the beginning. For any people out there having
the same problem, they should be saved in RAW format, and not IFF. If they
are saved as IFF, a little binary extension is saved at the beginning of
the file, and because the Sample Bank Maker assumes this is sound, you get
an annoying little click!!!
Now it was time for the blood and guts. Yes, the programming!!! The
hardest thing to wrap my brain around when programming the game, was how I
would detect where each peice of the puzzle was, and whether or not it had
been put back to its original state. In the end, I used the VERY powerful
command POINT !!!! This command simply tells you the colour of the pixel at
a designated screen coordinate. I used this to first of all find the blank
space, by starting at the top-left hand corner of the top-left hand piece
and checking its colour before moving along 25 pixels and checking the
corner of the next piece. Because COLOUR 0 is not used in any of the
puzzles, then it could tell exactly where the blank space was each time!
X BOB, and Y BOB were also used to tell me which bobs were at which
locations!
The only other major problem I had was that when finished, the game kept
crashing the system every time you loaded a puzzle, and it attempted to
display it on the screen. I don`t know why it did this, but it doesn`t do
it if a copy of puzzle one is already held in the memory upon loading!!!
Well that was about it really. I hope I have wet your appetite for
creation a little. Have a go yourself. Remember, AMOS takes perseverance
like any other language!!
THAT`S IT FROM ME! I HOPE YOU ENJOY PLAYING THIS GAME, AND I`D JUST LIKE
TO THANK SANDRA SHARKEY FOR ALL OF HER SUPPORT TO AMOS USERS WORLDWIDE!!!
BYEEEEEEEEEE! .....