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Donkey Bolonkey - A Rat Poker clone http://davidcapello.com/games/donkey-…
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Donkey Bolonkey Copyright (C) 2001, 2008 por David Capello This game doesn't have any guarantee, read file COPYING for more details about this. INTRODUCTION This games is my fastest creation: DEVELOPED IN JUST THREE DAYS!!! Without looking at external code or using others' graphics (except the backgrounds :-). Well, here it is, a simple (improved or worsened) Rat-Poker clon, only with donkeys... why?... well, it's a long story... INSTALLATION If you have the source code, Allegro properly installed, the DJGPP compiler and the `make' tool, you shouldn't have problems to compile this program from inside its directory. C:\dkbk>make Also, now there's a Unix `makefile'. Use: ~/dkbk$ make -f makefile.uni Theoretically it should work. ABOUT THE SPEEDHACK This game was created for the "SpeedHack" 2001 competition, where several independent programmers meet and write games alone in just about three days (a weekend). The requeriments of the competition were: - a puzzle like game; - a high scores table; - you should have at least one donkey (the game is full of them ;-) - there should be a particle system (shortly after playing the game... you will know why I used it :-) - you should have a "banner" (BANNER VISION pops up here) - the source code and datafiles (compressed in a ZIP), should not be bigger than 250 KB; The competition was organized by Arron Shutt, and for more information you can visit: http://www.ashutt.demon.co.uk/speedhack/ You will find info about this, and even the games created in the competition. ABOUT THE GAME The goal of the game is to order donkeys of the same color. Thus, for example, when you join 3 or more red donkeys, they will "vanish" in a "weird" way... you will see. To order the donkeys you use the keys: TAB Change the current bubble. SPACEBAR Exchange the bubble's donkey with the donkey in the block with a ruby in front of it. Other extra keys you may use: F12 Take a screenshot saving it as a `capt????.pcx' file. P Pause, stops the game until you press it again. ESC Quit the game quickly. Take care when using it. LEVELS If you want to add a level (you can do it only with the source code, Allegro and a supported compiler), you have to modify the files `levels.h' and `level.c'. You can also modify the existing levels if you prefer it and find it easier. You only have to take a look at the `levels.h' file and find out how it all works. The levels are composed by blocks, which have a specific letter (remember that all blocks have a direction, so you will have to use the OR operator 'I' to mix several types): L: Left The block makes the donkeys go left. U: Up The block makes the donkeys go up. R: Right The block makes the donkeys go right. D: Down The block makes the donkeys go down. H: Home Donkeys start from here. You can have only one home per level, otherwise only the first home will be used (from the top left corner to the bottom right corner). E: Exit This is an exit, each level has to have at least three exists, it's recommended to put them left at the bottom (near the triturator). S: Stop These are blocks where the donkey can wait another one. They can be both in the home block or outside where they can enter the "round" (since the only donkeys which wait are those who enter). B: Bubble Where you place the bubble, you also have to indicate it's direction with the OR operator, to know from which block you take donkeys. T: Trap You can add this to a normal direction block to make it the tarket of some bubble (these are those blocks with a ruby which can be found in the game). You can find `#include "levels.h"' in the `level.c' file to find more information about this. It's also handy to read the `reset_leve' function of that file, since it's that one which uses a global `switch' to select the correct level, and don't worry, if you add more case statements (cas 7, case 8...) to add more levels, those will be called without problems. CREDITS Programmer: David Capello Programming in C/C++ with Allegro, DJGPP and RHIDE. Total schedule: Friday 26: from 10am to 2am of the next day. Saturday 27: from 8am to 2am of the next day. Sunday 28: from 8am to 4am of the monday 29. The monday at 4:30 am I emailed the ZIP to the personal address of Arron. Total hours spent programming: 16hs + 18hs + 20hs = 54 hours awaken IN TOTAL Which gives us that I slept only 18 hourse that weekend. You should also reduce those by a few hourse for eating and such things (ie: going to the bathroom). Graphics: David Capello All of them were makde with my program 2D SPRITEStudio, which still lacks Undo and Redo functions, but I made it. The "Donkey Bolonkey" logo and "Game Over" where done with 3D MAX, the three backgrounds come from a CD, and the fonts where made with TTF2PCX. Some ideas (models drawn on paper) to create the triturator and the scoreboard, come from my brother. Sounds: * Slarm: I don't know where that came from :-), I just happened to have it. * Bubble: done by my brother Gaspar. * Crusher: Those were hits on a table by my brother, and I did the chawsain sound with the mouth, both where mixed in. * Motor: the motor sound, believe it or not, cames from a Playstation Colin McRae Rally game, there's a part where some mechanics fix the car... * Donkey scream: We took about an hour and a half trying to do sounds of donkeys screaming, but all sounded weird and even made us feel pity for the donkeys, in the end, we decided to put a voice which said "Hey, you son of a ...", and I made it sound higher. * Starting voice: That voice you hear, it's mine, without deformations, if I sound horrible, excuse me... Music: Unluckily we didn't have time to put some music in the game, which I would have liked a lot. Testers: I personally didn't play it much, until I said my brothers to WARN ME WHEN I BECOME STUPID AND DON'T STOP PLAYING... since it happens that I loose time testing the game... or better said playing with it. The truth is that the one who most tested the game after the competition was my brother Gaspar, who reached the end without continuing with a score of 7200. Which means... ...IT'S POSSIBLE TO REACH THE END OF THE GAME!!!... although it may be a little bit hard. Title Donkey Bolonkey: My brother Gaspar's idea. (if I didn't put this... he would hit me :-) Documentation: What you read now, was done outside of the SpeedHack competition, since I was very tired then to write the documentation. Thanks to Grzegorz Adam Hankiewicz to translate the Spanish files (leadme.txt and ChangeLog.es) to English!!! Thanks to: Specially: * DJ Delorie for the DJGPP compiler. * Charles W Sandmann for the DPMI MS-DOS server. * Robert Höhne for RHIDE. * Shawn Hargreaves for starting and creating the Allegro lib. * Arron Shutt for organising the best game programming contest and standing us all. LINKS If you want to see more things, here are some interesting links: DJGPP: http://www.delorie.com/djgpp/ RHIDE: http://www.lanet.lv/~pavenis/rhide.html Allegro: http://www.talula.demon.co.uk/allegro/ SpeedHack: http://www.ashutt.demon.co.uk/speedhack/ EXTRA Finally, I added some old images of the game without being completed. -- Copyright (C) 2001 David Capello email@example.com http://davidcapello.com/games/donkey-bolonkey/