Space Pebbles is my first attempt at game writing, which will explain any problems you have with the game ;). Version 1.0 is not the final release version, in fact it's the first release version. Basically, I wanted to learn how to write a game, and this is the first endproduct. I know it's not fantastic, but my games *will* get better, promise ;)
History:
Three weeks went into writing most of the game (to get it to a playable degree), with an additional two weeks to get rid of bugs, add more features, and make the sprites less of a burden to look at.
I learned how to write the game along the way. At the time I started, I only knew the most basic Toolbox calls and didn't have a clue on how to create an offscreen drawing area. Future versions will take less drive space, and less memory as well.
I know the typical asteroid shoot 'em up game has been overused, but my main objectives were to make a game that had a simple theme (shoot anything that moves, pretty simple), was easy to use (not a ton of complicated commands to remember), wouldn't take up too much drive space, and wouldn't take up too much memory (for people with only four or five megs of ram running System 7). I think I've achieved that, for the most part.
This is a Shareware Game:
This game is shareware, and may be copied freely. However, I reserve all rights to this game, which includes it's resources. This game may NOT be sold without permission from myself (Eric A. Drumbor).
Fees:
The shareware fee is $5 US for this game. I understand that this may seem steep for this game, so if you send $7 US (add $1 US for residents outside North America), I will mail you a diskette (or diskettes if the next game is too large to fit on one disk) with the final release of Space Pebbles, plus the initial release of my next game (the full version of the next game will only be available to people who have completed a $7 US registration for Space Pebbles, the release date for the next game will be late August). Contributors will also receive notices of new games, plus beta versions if possible (an Internet connection is required for this). This is all I can offer at this point, but I want everyone out there to know that if you do contribute, you won't be forgotten.
If you decide to pay the $7 fee, you can receive a notice of registration for an additional $1 US. The next game will definitely be ready by the end of August at the latest.
Fees should be paid with a check or money order, in US dollars (please), and made payable to "Eric A. Drumbor", please DO NOT make the check payable to Brown Wrapper Software, or anything else for that matter ;)
Payments can be mailed to:
Eric A. Drumbor
12324 East Arkansas Place
Aurora, Colorado 80012
I understand that some people may not want to pay shareware fees, fine. No one is forcing you and I understand completely. Paying the shareware fee would however, help me with my development greatly (programming books, compilers, electricity...none of this is free); it would also give you the opportunity to be part of the first (and perhaps only) group of people to see games released from BW Software. I will always write shareware games, but in the future I will also write non-shareware games (such as my next one), which will be available only to those people who have registered a particular shareware game. In other words, paying the fee will benefit you directly; you won't be helping a non-payer get a free game.
Source Code:
Source code for this game is available, for a fee. The price for the source code is $30 US, which includes a diskette (mailed anywhere in the world) with the source code, the price does NOT include a registration however. Purchasing the source code entitles you to use any parts of it (using the source code in it's entirety -the same way it is right now, line for line- would be like copying it and saying it was yours, which is not permitted; if you require more information on this aspect, send me email and I will be more specific), without any extra fee.
Be advised that this only applies to the source code, the resources (such as sprites) may not be used. If you decide to use the code in an application, and decide to sell the source code (or publish a part of the code), you must state the source (Eric A. Drumbor), you must also let me know that you're doing this. I don't care if you make any money off my work, that's fine, I'm only interested how far my code is getting spread out, and I would like credit for it as well. There isn't too much that's original, but the previous statements apply to the code segments that *are* more or less original.
The source code is written with Symantec's Think C 6.0, although it does not use the Think C Library, it's mainly compose of Toolbox calls. All sales are final, I will NOT give refunds if you are not satisfied with the source code. I take no responsibility if you purchase the source code and find that it does not work with your compiler (which would be a compiler other than Think C 6.0). In the unlikely event that you receive a bad copy, I will send you a new diskette that *does* work. Let me stress once again, you should contact me if you have any questions before purchasing the source code. The source code isn't anything fancy, in fact it involves some very basic calls. But it does work, and it is available for purchase.
Source code attributes are:
1) Written entirely in a C format. Although C++ is becoming more accepted, C
is more flexible than Pascal, and a little easier to decipher compared to C++
(for beginners especially).
2) Excessive use of Macintosh Toolbox calls. To some this may not sound like
a "plus". However, if you would like to understand more about the Macintosh
Toolbox, this source code would be a good example.
3) Use of GWorlds. There are very few examples of source code that
demonstrate QuickDraw's GWorlds. This program uses them for all
it's offscreen drawing.
4) A "home made" routine to make mask regions for your sprites. It's nothing
fancy, but it will make your programming easier, especially when you change
your sprites, you won't need to redraw a new mask region.
If the price seems too steep, there is source code available on many systems and ftp sites. If you feel it's reasonable, send $30 US to the above address. Again, if you have any questions at all, before purchasing, don't hesitate to send them to my mailbox via Internet.
Things to remember:
- The standard registration fee is $5 US. If you pay this amount, you will not
receive anything.
- The $7 US option is for those who wish to receive a diskette by the end of August
at the latest. This diskette will have the final release version of Space Pebbles
plus the next game I write, which will only be available to those who have paid
the $7 US registration fee. If you are a resident outside of North America, you
must add $1 US to the registration fee, making it $8 US total.
- If you want confirmation of your payment, you must add $1 US to your payment.
You will receive a postcard confirming your payment.
- The source code is available for $30 US. Any details on this should be referred
to the earlier portion of this document, or you should send mail to myself (Eric
A. Drumbor). The purchase of the source code does *NOT* include any registration
for Space Pebbles. If you wish to register the game, you must add the proper
amount to your source code purchase..
Thanks:
Thanks for reading this file. In the future, look for newer versions of Space Pebbles, and new games from Brown Wrapper Software.
This game was made with the help of four excellent applications:
This game was written in C with Symantec's Think C 6.0
Portions of the art were made with Adobe Photoshop 2.5
All sounds were recorded and modified with MacroMind's Sound Edit Pro 1.0
I received no payment for mentioning any of the companies mentioned in this message. They were mentioned merely to inform the public of the utilities used to make the game "Space Pebbles". My comments are meant in no way to endorse any of the products mentioned.
*DISCLAIMER*
Macintosh is a registered trademark of Apple Computer, Inc.