381 lines
23 KiB
HTML
381 lines
23 KiB
HTML
<HTML>
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<HEAD>
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<TITLE>LBreakout2 Manual</TITLE>
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</HEAD>
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<BODY bgcolor="#ffffff" link="#0000ff" alink="#0000ff" vlink="#0000ff">
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<DIV align="center">
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<H1>LBreakout2 Manual</H1>
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maintained by Michael Speck<BR>last change: 03/05/24
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</DIV>
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<!-- toc -->
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<P>
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<H2><A name="toc">Table Of Contents</A></H2>
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<UL>
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<LI>
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<A href="#gameplay">Game Play</A>
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<UL>
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<LI><A href="#basics">Basics</A></LI>
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<LI><A href="#bonus">Bonus/Penalty</A></LI>
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<LI><A href="#bricks">Special Bricks</A></LI>
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<LI><A href="#keys">Keys</A></LI>
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<LI><A href="#resume">Resuming A Local Game</A></LI>
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<LI><A href="#network">Network Game</A></LI>
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</UL>
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</LI>
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<LI>
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<A href="#editor">Editor</A>
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<UL>
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<LI><A href="#misc">Miscellany</A></LI>
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<LI><A href="#screen">Editor Layout</A></LI>
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<LI><A href="#howto">How To Edit</A></LI>
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</UL>
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</LI>
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<LI>
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<A href="#theme">Themes</A>
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<UL>
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<LI><A href="#theme_misc">Miscellany</A></LI>
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<LI><A href="#theme_howto">How To Make A Theme</A></LI>
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</UL>
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</LI>
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</UL>
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</P>
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<!-- game play -->
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<P>
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<H2><A name="gameplay">Game Play</A></H2>
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<!-- basics -->
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<H3><A name="basics">Basics</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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Okay, I guess all of you know how to play breakout basically. Ball bounces around -->
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paddle keeps ball in game -> all bricks destroyed --> next level ;-D<BR>
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The chosen difficulty level has some influence
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on the size of the paddle, the speed of balls and the score gained.
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<TABLE border=1>
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<TR><TD>Level</TD><TD>paddle size (in pixel)</TD><TD>ball speed (in pixels per second)</TD><TD>score modification</TD></TR>
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<TR><TD>Easy</TD><TD>72 - 180</TD><TD>240 - 400</TD><TD>-20%</TD></TR>
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<TR><TD>Medium</TD><TD>72 - 144</TD><TD>270 - 430</TD><TD>0</TD></TR>
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<TR><TD>Hard</TD><TD>52 - 108</TD><TD>300 - 450</TD><TD>+30%</TD></TR>
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</TABLE>
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If there is more than one player the next player will get his/her chance when the current
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one restarts the level or looses all balls. The name of the current/next player is displayed
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in the right top corner of the screen and before each turn.
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</TD></TR></TABLE>
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<!-- bonus/penalty -->
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<H3><A name="bonus">Bonus/Penalty</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5>
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<TR><TD colspan=4>
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A destroyed brick may release a bonus or penalty which will move down slowly. It's
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used as soon as it is collected by paddle.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Name</TD><TD>Time (in sec)</TD><TD>Picture</TD><TD>Description</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Extra Score</TD><TD>-</TD><TD><IMG src="x0.jpg"></TD><TD>Gives you the score written on it.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>End Of The Rainbow</TD><TD>20</TD><TD><IMG src="x1.jpg"></TD><TD>If you destroy a brick with no bonus assigned it will release 1000 points extra score!</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Expand Paddle</TD><TD>-</TD><TD><IMG src="x3.jpg"></TD><TD>Expands your paddle about one tile (the maxium size depends on the chosen difficulty level).</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Extra Life</TD><TD>-</TD><TD><IMG src="x4.jpg"></TD><TD>Gives you one extra life (paddle).</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Sticky Paddle</TD><TD>20</TD><TD><IMG src="x5.jpg"></TD><TD>Balls touching the paddle will keep attached until you press fire.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Energy Balls</TD><TD>5</TD><TD><IMG src="x6.jpg"></TD><TD>Balls won't be reflected at a brick but go directly through it.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Extra Ball</TD><TD>-</TD><TD><IMG src="x7.jpg"></TD><TD>Creates a new ball.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Bonus floor</TD><TD>10</TD><TD><IMG src="x8.jpg"></TD><TD>Closes the screen so no balls can get lost.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Weapon</TD><TD>5</TD><TD><IMG src="x10.jpg"></TD><TD>Adds a weapon to the paddle.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Speed Down</TD><TD>20</TD><TD><IMG src="x13.jpg"></TD><TD>Deccelerates all balls to mimum speed.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Joker</TD><TD>-</TD><TD><IMG src="x14.jpg"></TD><TD>Collects all bonus on screen instantly and destroys all penalties. Doubles score and time of the collected bonus!</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Explosive Balls</TD><TD>10</TD><TD><IMG src="x20.jpg"></TD><TD>When hitting a brick balls will cause an explosion destroying all surounding bricks.</TD></TR>
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<TR bgcolor="#d0f2d0"><TD>Bonus Magnet</TD><TD>20</TD><TD><IMG src="x21.jpg"></TD><TD>While this bonus is active the paddle will attract other bonuses.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Reset</TD><TD>-</TD><TD><IMG src="x18.jpg"></TD><TD>All active bonuses and penalties will be reset.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Time-Add</TD><TD>-</TD><TD><IMG src="x19.jpg"></TD><TD>All active bonuses and penalties will last seven seconds longer.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Random Extra</TD><TD>-</TD><TD><IMG src="x11.jpg"></TD><TD>Gives you any of the listed extras.</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Speed Up</TD><TD>20</TD><TD><IMG src="x12.jpg"></TD><TD>Accelerates all balls to maximum speed.</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Frozen Paddle</TD><TD>1</TD><TD><IMG src="x9.jpg"></TD><TD>Freezes the paddle (no movement possible).</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Shrink Paddle</TD><TD>-</TD><TD><IMG src="x2.jpg"></TD><TD>Shrinks your paddle about one paddle tile (18 pixels).</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Lights Out!</TD><TD>20</TD><TD><IMG src="x15.jpg"></TD><TD>Total darkness. All you see is a shade of paddle, balls and extras.</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Chaos</TD><TD>20</TD><TD><IMG src="x16.jpg"></TD><TD>Balls are reflected randomly at bricks. (but not at paddle)</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Ghostly Paddle</TD><TD>20</TD><TD><IMG src="x17.jpg"></TD><TD>Paddle disappears when not moving and won't reflect any balls then. (nor does it collect bonuses)</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Penalty Magnet</TD><TD>20</TD><TD><IMG src="x22.jpg"></TD><TD>While this penalty is active the paddle will attract other penalties.</TD></TR>
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<TR bgcolor="#f2d0d0"><TD>Weak Balls</TD><TD>10</TD><TD><IMG src="x23.jpg"></TD><TD>With this penalty active there is a 40% chance that a ball won't damage a brick.</TD></TR>
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</TD></TR></TABLE>
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<!-- special bricks -->
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<H3><A name="bricks">Special Bricks</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5>
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<TR bgcolor="#f2f2f2"><TD>Name</TD><TD>Picture</TD><TD>Description</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Shielded Brick</TD><TD><IMG src="b6.jpg"></TD><TD>This brick is indestructible even for energy balls.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Metal Brick</TD><TD><IMG src="b0.jpg"></TD><TD>This wall is indestructible except for energy balls.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Chaotic Brick</TD><TD><IMG src="b4.jpg"></TD><TD>Similiar to the Chaos Penalty the ball is reflected randomly at such a brick.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Strong Brick</TD><TD><IMG src="b1.jpg"></TD><TD>These walls take up to three shots before destruction and grow darker with every hit. NOTE: to this series belongs a forth brick which is invisbile.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Regenerating Brick</TD><TD><IMG src="b5.jpg"></TD><TD>This brick will regenerate one point durability within four seconds if not hit again.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Explosive Brick</TD><TD><IMG src="b2.jpg"></TD><TD>This bricks destroys its neighbors on destruction.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Growing Brick</TD><TD><IMG src="b3.jpg"></TD><TD>If this brick is destroyed it creates up to 8 new bricks.</TD></TR>
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</TD></TR></TABLE>
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<!-- keys -->
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<H3><A name="keys">Keys</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5>
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<TR bgcolor="#f2f2f2"><TD colspan=2>There are some predefined keys for LBreakout:</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>h or F1</TD><TD>Display quick help.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>Escape</TD><TD>Quit LBreakout (after confirmation).</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>p</TD><TD>Pause game.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>r</TD><TD>Restart level. If more than player the next one will get his chance before this player may play the restarted level!</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>w</TD><TD>Warp to next level after required percentage of bricks was cleared.
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As soon as this is possible a blinking icon will appear at the bottom right-hand side of the screen:
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<IMG alt="" src="warp.jpg">. This option can be set in menu <I>Advanced Options</I>. It does
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only apply to AddOn levelsets as it is meant as a workaround for bad leveldesign.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>d</TD><TD>Switch to the <i>Plane Of Inner Stability</I> and disintegrate single bricks. Again, this only works in AddOn levelsets to remove bricks that are hard to hit.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>f</TD><TD>Switch Fullscreen and Windowed mode.</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>a</TD><TD>Change animation level (off/low/high).</TD></TR>
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<TR bgcolor="#f2f2f2"><TD>s</TD><TD>Turn on/off sound.</TD></TR>
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</TABLE>
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<!-- resume game -->
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<H3><A name="resume">Resuming A Local Game</A></H3>
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If you quit a game, it may be continued later by 'Resume Last Game' in menu 'Local Game'. While the current
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player, all scores and lives are saved, the state of the level itself is not. Thus if you break up a game
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and resume it later, the level of each player will be reset. Therefore it is recommended to quit a game
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right after a level was finished (quite difficult for multiple players, yes). A highscore entry will not
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be created! If you don't intend to resume the game later but want to enter the highscores, you'll
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have to loose all balls.
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<!-- network game -->
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<H3><A name="network">Network Game</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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You can play LBreakout2 against another human via network. Therefore you'll have
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to connect to a server or run a server and have your friends connected. <BR>
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<B>Start A Server</B><BR>
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After you started the program <I>lbreakout2server</I> with any of the following options
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<TABLE border=1>
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<TR><TD>-p <PORT></TD><TD>the port the server shall run at (default is 2002)</TD></TR>
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<TR><TD>-l <LIMIT></TD><TD>maximum number of users that may connect to the server (default is 30)</TD></TR>
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<TR><TD>-m <MESSAGE></TD><TD>this message is displayed to welcome a user</TD></TR>
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<TR><TD>-a <PASSWORD></TD><TD>a user that logs in with this name will become administrator named <I>admin</I> (default is no admin)</TD></TR>
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<TR><TD>-f <FRAMERATE></TD><TD>is the number of calls to the send/recv handler per second. The default is 33.</TD></TR>
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</TABLE>
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you can obtain your IP address by using <I>/sbin/ifconfig</I>. If you want to play
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via LAN the <I>inet addr</I> of device <I>eth0</I> is important and for internet
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connections it's the <I>inet addr</I> of device <I>ppp0</I>.<BR>
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<B>Playing</B><BR>
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How to play is explained in the in-game help accessable via the 'Help' button
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at the bottom right-hand side in the network chatroom.<BR>
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<B>New Playing Grounds</B><BR>
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You can build new levelsets combining <I>pingpong</I> and <I>normal</I> ones.
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Such a levelset must start with 'N_'. An 'upload' command is planned but right
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now the only way to make a new levelset available is to copy it to the server's
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levelset directory (default: /usr/local/share/games/lbreakout2/levels) and restart
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the server.
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</TD></TR></TABLE>
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</P>
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<P>
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<A href="#toc">ToC</A>
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</P>
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<!-- editor -->
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<P>
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<H2><A name="editor">Editor</A></H2>
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<!-- general -->
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<H3><A name="misc">Miscellany</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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All files you edit are saved to <B>~/.lbreakout2/levels</B>. This '~' you see in front of
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the name when choosing levelset for playing is not part of the file name but added afterwards
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to separate the files in the installation path from the files in the config path (these you may
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edit).
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</TD></TR></TABLE>
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<!-- screen -->
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<H3><A name="screen">Editor Layout</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2">
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<TR>
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<TD><CENTER><IMG alt="editor overview" src="screen.jpg"></CENTER></TD>
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<TD>
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Actions like quit, save, load, clear, add, insert, remove require a confirmation for safety.
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<OL>
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<LI>Editable Part</LI>
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<LI>Bricks and Bonus</LI>
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<LI>Information about location of set file and how many levels you already created, which level your currently on and how many levels more you may create. If you marked a level for swap it's displayed there, too.</LI>
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<LI>Click on title to change title of this level.</LI>
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<LI>Click here to change author's name for this level.</LI>
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<LI>Click here to test this level.</LI>
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<LI>Go to first level.</LI>
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<LI>Go to next level.</LI>
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<LI>Go to previous level.</LI>
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<LI>Clear all bricks and bonus in this level.</LI>
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<LI>Swap two levels. On first click the current level will be marked (info displayed in region 3), on second click the current and the marked level will be swapped.</LI>
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<LI>Insert a level at the end (copies title and author of previously last level).</LI>
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<LI>Insert a level at current position (copying current title and author).</LI>
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<LI>Remove current level.</LI>
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<LI>Reload this level set (discards all unsaved changes).</LI>
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<LI>Save this levelset (save all changes).</LI>
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</UL>
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</TD>
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</TR>
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</TABLE>
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<!-- how to edit -->
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<H3><A name="howto">How To Edit</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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Very simple. Select a brick or a bonus by left-click (right-click into the section to switch between the
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brick and the bonus set) from the bottom of the screen (red-yellow selection
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frame) go to the editable part and left-click. Right click will remove a brick
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(any brick and its bonus if a brick's selected) or bonus (any bonus without touching the
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brick if bonus selected). You may move the mouse while having left or right buttom
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pressed. To parse/add/remove any levels or save/load this set use the buttons as explained
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above. You may use the cursor keys, too (UP - first level, RIGHT - next level,
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LEFT - previous level). Pressing ESCAPE leaves the editor after confirmation.
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</TD></TR></TABLE>
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</P>
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<P>
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<A href="#toc">ToC</A>
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</P>
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<!-- themes -->
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<P>
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<H2><A name="theme">Themes</A></H2>
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<!-- miscellany-->
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<H3><A name="theme_misc">Miscellany</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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<P>
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If you want to run LBreakout2 with other graphics and sounds you can create a
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theme which allows you to modify <U>all</U> game graphics and sounds.
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The use of new backgrounds is also allowed. The following list contains all editable
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graphics and sounds. What you have to do to edit them is explained <A href="#theme_howto">below</A>.
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</P>
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<P>
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<I>Editable graphics:</I>
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<TABLE border=0 cellpadding=2 cellspacing=2>
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<TR><TD bgcolor="#dddddd">backgrounds</TD><TD>Handling of backgrounds is special. As long as you do not provide a back0.png file
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the original backgrounds are used. If you want to use self-made backgrounds
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you'll have to save them as back<I>indices</I>.png where your first indices must be 0.
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If this happens LBreakout2 will only use the backgrounds found in your theme directory (six backgrounds at maximum).
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This means if you only provide one background LBreakout2 will only use this background
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throughout the game as long as your theme is running.</TD></TR>
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<TR><TD bgcolor="#dddddd">ball.png</TD><TD></TD></TR>
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<TR><TD bgcolor="#dddddd">bricks.png</TD><TD></TD></TR>
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<TR><TD bgcolor="#dddddd">menuback.png</TD><TD>background of the main menu</TD></TR>
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<TR><TD bgcolor="#dddddd">cr_back.png</TD><TD>background of the chatroom</TD></TR>
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<TR><TD bgcolor="#dddddd">explosions.png</TD><TD>normal explosions</TD></TR>
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<TR><TD bgcolor="#dddddd">explosions_dark.png</TD><TD>explosions if darkness penalty is active</TD></TR>
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<TR><TD bgcolor="#dddddd">extras.png</TD><TD>bonuses and penalties</TD></TR>
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<TR><TD bgcolor="#dddddd">f_frame.png</TD><TD>font used for score and player name in the right upper corner of the frame</TD></TR>
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<TR><TD bgcolor="#dddddd">f_game.png</TD><TD>font used for level credits and confirmation</TD></TR>
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<TR><TD bgcolor="#dddddd">floor.png</TD><TD>bonus floor that is used to close playing field (optional)</TD></TR>
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<TR><TD bgcolor="#dddddd">fr_left.png</TD><TD>left part of frame</TD></TR>
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<TR><TD bgcolor="#dddddd">fr_right.png</TD><TD>right part of frame</TD></TR>
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<TR><TD bgcolor="#dddddd">fr_top.png</TD><TD>top part of frame</TD></TR>
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<TR><TD bgcolor="#dddddd">fr_mp_left.png</TD><TD>left part of frame for network game</TD></TR>
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<TR><TD bgcolor="#dddddd">fr_mp_right.png</TD><TD>right part of frame for network game</TD></TR>
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<TR><TD bgcolor="#dddddd">life.png</TD><TD>life lamps displayed in the left bottom corner of the frame</TD></TR>
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<TR><TD bgcolor="#dddddd">paddle.png</TD><TD></TD></TR>
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<TR><TD bgcolor="#dddddd">shine.png</TD><TD>animation running accross bricks</TD></TR>
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<TR><TD bgcolor="#dddddd">shot.png</TD><TD>shot of the plasma weapon</TD></TR>
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<TR><TD bgcolor="#dddddd">warp.png</TD><TD>icon that blinks at the bottom right-hand side of the screen when warp became possible</TD></TR>
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<TR><TD bgcolor="#dddddd">weapon.png</TD><TD>weapon displayed on the paddle</TD></TR>
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</TABLE>
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</P>
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<P>
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<I>Editable sounds:</I>
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<TABLE border=0 cellpadding=2 cellspacing=2>
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<TR><TD bgcolor="#dddddd">attach.wav</TD><TD>played if ball is attached to sticky paddle</TD><TD bgcolor="#dddddd">joker.wav</TD><TD>bonus sound</TD></TR>
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<TR><TD bgcolor="#dddddd">bonus_magnet.wav</TD><TD>bonus sound</TD><TD bgcolor="#dddddd">looselife.wav</TD><TD>played if you loose a life</TD></TR>
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<TR><TD bgcolor="#dddddd">chaos.wav</TD><TD>penalty sound</TD><TD bgcolor="#dddddd">malus_magnet.wav</TD><TD>penalty sound</TD></TR>
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<TR><TD bgcolor="#dddddd">click.wav</TD><TD>played if key was pressed (e.g. confirmation)</TD><TD bgcolor="#dddddd">metal.wav</TD><TD>enery ball sound</TD></TR>
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<TR><TD bgcolor="#dddddd">dammit.wav</TD><TD><I>Dammit!</I> speech sample</TD><TD bgcolor="#dddddd">reflect.wav</TD><TD>ball reflection sound</TD></TR>
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<TR><TD bgcolor="#dddddd">damn.wav</TD><TD><i>Damn!</I> speech sample</TD><TD bgcolor="#dddddd">score.wav</TD><TD>bonus sound</TD></TR>
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<TR><TD bgcolor="#dddddd" bgcolor="#dddddd">darkness.wav</TD><TD>penalty sound</TD><TD bgcolor="#dddddd">shot.wav</TD><TD>weapon's firing noise</TD></TR>
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<TR><TD bgcolor="#dddddd">disable.wav</TD><TD>penalty sound</TD><TD bgcolor="#dddddd">shrink.wav</TD><TD>penalty sound</TD></TR>
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<TR><TD bgcolor="#dddddd" bgcolor="#dddddd">excellent.wav</TD><TD><I>Excellent!</I> speech sample</TD><TD bgcolor="#dddddd">speeddown.wav</TD><TD>bonus sound</TD></TR>
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<TR><TD bgcolor="#dddddd">exp.wav</TD><TD>brick explosion sound</TD><TD bgcolor="#dddddd">speedup.wav</TD><TD>penalty sound</TD></TR>
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<TR><TD bgcolor="#dddddd">expand.wav</TD><TD>bonus sound</TD><TD bgcolor="#dddddd">standard.wav</TD><TD>standard sound for collecting an extra </TD></TR>
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<TR><TD bgcolor="#dddddd">expl_ball.wav</TD><TD>bonus sound</TD><TD bgcolor="#dddddd">timeadd.wav</TD><TD>bonus sound</TD></TR>
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<TR><TD bgcolor="#dddddd">extraball.wav</TD><TD>bonus sound</TD><TD bgcolor="#dddddd">verygood.wav</TD><TD><I>Very Good!</I> speech sample</TD></TR>
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<TR><TD bgcolor="#dddddd">freeze.wav</TD><TD>penalty sound</TD><TD bgcolor="#dddddd">wall.wav</TD><TD>bonus sound</TD></TR>
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<TR><TD bgcolor="#dddddd">gainlife.wav</TD><TD>played if you got an extralife</TD><TD bgcolor="#dddddd">weak_ball.wav</TD><TD>penalty sound</TD></TR>
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<TR><TD bgcolor="#dddddd">ghost.wav</TD><TD>bonus sound</TD><TD bgcolor="#dddddd">wontgiveup.wav</TD><TD><I>I won't give up!</I> speech sample</TD></TR>
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<TR><TD bgcolor="#dddddd" bgcolor="#dddddd">goldshower.wav</TD><TD>bonus sound</TD><TD> </TD></TR>
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</TABLE>
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</P>
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</TD></TR></TABLE>
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<!-- steps -->
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<H3><A name="theme_howto">How To Make A Theme</A></H3>
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<TABLE border=0 cellpadding=5 cellspacing=5 bgcolor="#f2f2f2"><TR><TD>
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<OL>
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<LI>Create a directory in <I>~/.lgames/lbreakout2-themes</I> with the name of your theme.</LI>
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<LI>
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Have a look at the original graphics and sounds located in the
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<I>gfx</I> and <I>sounds</I> directory in the <I>source path</I> or
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in <I>/usr/local/share/games/lbreakout2</I>.
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</LI>
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<LI>
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Now change a graphic or sound to your liking and save it with the
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|
same name to <I>~/.lgames/lbreakout2-themes</I>. <BR>
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<I>Note:</I>
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|
<UL>
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|
<LI>You <U>must not</U> change the measurements of a graphic. The only exception is <I>warp.png</I> which will be centered to the bottom right-side of the frame.</LI>
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<LI>You <u>must not</U> save it to a subdirectory <I>gfx</I> or <I>sounds</I> but directly to <I>~/.lgames/lbreakout2-themes/MyTheme</I>.</LI>
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<LI>A graphic or sound that can't be found in your theme directory is loaded from the
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|
original resources.</LI>
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|
<LI>Handling of backgrounds is special. As long as you do not provide a back0.png file
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|
the original backgrounds are used. If you want to use self-made backgrounds
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|
you'll have to save them as back<I>indices</I>.png where your first indices must be 0.
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|
If this happens LBreakout2 will only use the backgrounds found in your theme directory (six backgrounds at maximum).
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|
This means if you only provide one background LBreakout2 will only use this background
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|
throughout the game as long as your theme is running.
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|
<LI>
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|
Some bricks require multiple hits before destruction as explained in section
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|
<A href="#bricks">Special Bricks</A> thus we have two 'groups' of bricks
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|
<I>Strong Bricks</I> (4th - 7th) and <I>Regenerative Bricks</I> (8th - 10th).
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|
Everytime a brick from such a group is hit the id is decreased
|
|
by one and if we are at the very <I>left</I> brick thus the first id of the group it
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|
will be cleared. So as these bricks belong together they should look consistent.
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|
All other bricks are independent.
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|
</LI>
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|
<LI>The default colorkey (transparency) is pure black (0x000000).
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|
<BR>Exceptions:
|
|
<UL>
|
|
<LI>All frame graphics (fr_*.png) use the upper right pixel of fr_right.png as color key.</LI>
|
|
<LI>All fonts (f_*.png) use the very first pixel (0,0) as color key.</LI>
|
|
<LI><I>paddle.png</I> uses the very first pixel (0,0) as color key.</LI>
|
|
<LI><I>extras.png</I> has no color key by default and <I>bricks.png</I> has black as
|
|
default color key <U>but</U> in both cases you may add a single last column (one pixel width)
|
|
with a custom color key.</LI>
|
|
</UL>
|
|
</LI>
|
|
<LI><I>floor.png</I> is an optional PNG. Per default a line of
|
|
indestructible bricks will be drawn when you catch the 'bonus floor'. (closes the playing
|
|
field) If you provide this PNG, however, it will be drawn instead thus it must have the
|
|
size of 560x20. (same as the fr_top.png) It uses black as color key.
|
|
</LI>
|
|
</UL>
|
|
</LI>
|
|
<LI>
|
|
Add a file named ABOUT to your theme directory. The first 255 characters will be
|
|
displayed in the menu as quick info about your levelset so you should still provide a
|
|
README with more detailed information. The
|
|
ABOUT file should contain name, version, author and a short description.
|
|
</LI>
|
|
<LI>
|
|
Run LBreakout2 and select your theme in <I>Advanced Options/Select Theme</I>.
|
|
</LI>
|
|
<LI>
|
|
If everything works fine add a README with credits and a description.
|
|
</LI>
|
|
<LI>
|
|
Tar.gz your theme directory and send it to
|
|
<A href="mailto:kulkanie@gmx.net">kulkanie@gmx.net</A> and I'll add it to the site.<BR>
|
|
Please provide the following information (either in the mail
|
|
or in the README):<BR>
|
|
<OL>
|
|
<LI>Full title</LI>
|
|
<LI>Version number</LI>
|
|
<LI>Your name</LI>
|
|
<LI>Email-address for feedback</LI>
|
|
<LI>Description</LI>
|
|
<LI>A jpg screenshot with your theme in action (press TAB while playing).</LI>
|
|
</OL>
|
|
</LI>
|
|
</OL>
|
|
</TD></TR></TABLE>
|
|
</P>
|
|
<P>
|
|
<A href="#toc">ToC</A>
|
|
</P>
|
|
|
|
</BODY>
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|
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</HTML>
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