| name | age | message | |
|---|---|---|---|
| |
AUTHORS | ||
| |
COPYING | ||
| |
INSTALL | ||
| |
Makefile.am | ||
| |
README | ||
| |
TIPS | ||
| |
TODO | ||
| |
acinclude.m4 | ||
| |
autogen.sh | ||
| |
configure.ac | ||
| |
graphics/ | ||
| |
icons/ | ||
| |
sounds/ | ||
| |
src/ |
README
PRIMATE PLUNGE README http://www.aelius.com/primateplunge/ email: primateplunge@aelius.com 1. INSTRUCTIONS There is an instructions page within Primate Plunge which can be accessed from the main menu - for quick information on how to play the game, please see that. However, for more comprehensive details, see below. Primate Plunge is played with 4 keys - Left, Right, Down, and Special. Several keys are assigned to each of these actions, including but not limited to: Left: Left Arrow Key, Numpad 4 Right: Right Arrow Key, Numpad 6 Down: Down Arrow Key, Numpad 2 Powerup: Up Arrow Key, Space Bar, Numpad 0 The aim of the game is to help a certain primate by the name of Monkey travel as far down the level as possible. He mustn't drop off the bottom of the screen (move too fast) or hit the ceiling (move too slowly). If he falls off the bottom, he will instantly fall to his death. If he hits the ceiling, he will be hurt. There are many other obstacles (types of platform) within the different worlds which Monkey can either avoid or use to his advantage. Experiment! There are 4 different powerups in Primate Plunge: the heart, the parachute, the jumping bean, and the jetpack. The heart restores Monkey's health to full, and in fact makes him invulnerable to damage for about 1 second. The parachute limits his terminal velocity, allowing him to float slowly down or across to harder to reach areas. The jumping bean allows Monkey to jump up and down on any platform as if it were a trampoline (very useful on hot rock!) Finally, the jetpack allows Monkey to fly, using controlled rocket bursts. 2. SCORES AND STAR RATINGS For each world there is a pass mark in order to progress to the next one, or in the case of the last world, to complete the game. This required score is shown on the world selection screen, and turns into a high score once you have completed it. There are also ratings from one to five stars after you have completed the world. There are five more score marks as you progress through the level which allow you to get a rating for that world. As you pass the score marks, the appropriate number of stars will be shown at the top of the screen. Your rating for each world is shown at the bottom of the world selection screen. You are also awarded a medal every time you manage to complete the whole game on a new star rating. 3. FAQ Q: Primate Plunge looks tiny on my high res display! I can't see what I'm doing! A: Yes, a lot of people have found this, but I'm afraid that there wasn't really any easy solution for this - I simply didn't have the time to implement a way of enlarging the window. As a quick fix, you can go into "Universal Access" in the System Preferences and turn on zoom. Q: Sometimes when I try to land on a platform, Monkey just goes straight through! A: Monkey will only attempt to grab onto a platform which you have not already passed - do not go below any platform you intend to grab onto. Be particularly careful of this on the last level, as the jetpack makes moving upwards much easier. 4. CREDITS AND THANKS, AND A LITTLE ABOUT THE MAKING The original concept for Primate Plunge came from a game called NS-Shaft, which is for MacOS Classic, and can be found at http://www.nagi-p.com/eng/nsshaft.html I wanted to expand slightly upon the NS-Shaft concept, and wanted to make the game MacOS X native. My other main goal was to make a small desktop game which DIDN'T run fullscreen. Although fullscreen games are great, I miss being able to play a little bit of a game, pause it, do some work, unpause it, and carry on playing! Sometimes I feel like I want to have a quick bit of fun in a game, not spend too long on it, and not devote the whole of my Mac's screen to playing it. Primate Plunge began development and design just before uDevGame began. About half way through the project I decided that rather than try and fruitlessly generate some kind of revenue from selling the game as shareware, I would enter it into the uDevGame 2003 competition. The game is written purely in C, using the SDL library for graphics and the SDL_Mixer library added on for sound and music. This is in fact my first major completed project both in C and on the Macintosh, although I have finished another game called Triaction, which was made in a game programming language Blitz3D (www.blitzbasic.com) for Windows. But of course I'd rather develop for the Mac any day :-) Primate Plunge was created by: Joseph Humfrey (all design, programming, graphics) primateplunge@aelius.com http://www.aelius.com/ Jens Nilsson (sound, game music) public@fadeoutstudio.com http://www.fadeoutstudio.com/ Shigeki Miyashita (title music - thanks to iDevGame's resources section) http://www6.shizuokanet.ne.jp/~miya/
