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Donkey Bolonkey
Copyright (C) 2001, 2008 por David A. Capello
This game doesn't have any guarantee, read file COPYING for more details
about this.
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...
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.
Also, now there's a Unix `makefile'. Use:
~/dkbk$ make -f makefile.uni
Theoretically it should work.
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:
You will find info about this, and even the games created in the
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
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.
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
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.
David A. 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
You should also reduce those by a few hourse for
eating and such things (ie: going to the bathroom).
David A. 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.
* 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...
Unluckily we didn't have time to put some music in the game,
which I would have liked a lot.
I personally didn't play it much, until I said my brothers to
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...
may be a little bit hard.
Title Donkey Bolonkey:
My brother Gaspar's idea.
(if I didn't put this... he would hit me :-)
What you read now, was done outside of the SpeedHack
competition, since I was very tired then to write the
Thanks to Grzegorz Adam Hankiewicz to translate the
Spanish files (leadme.txt and to English!!!
Thanks to:
* 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.
If you want to see more things, here are some interesting links:
Finally, I added some old images of the game without being completed.
Copyright (C) 2001 by David A. Capello
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