You're a rainbow-pooping unicorn. How long can you fly through the sky?
TypeScript JavaScript Other
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Failed to load latest commit information.
Source
.gitignore Added an empty GameStartr template Dec 19, 2015
.travis.yml Added an empty GameStartr template Dec 19, 2015
Gruntfile.js Added an empty GameStartr template Dec 19, 2015
LICENSE.txt
README.md
package.json
tslint.json Added an empty GameStartr template Dec 19, 2015

README.md

Unisquirt Build Status

You're a rainbow-pooping unicorn. How long can you fly through the sky?

How to Play

Newcomers (non-coders)

Download the latest release of this project, extract that onto your computer, and open index.html in a browser (preferably Google Chrome). That's it!

You gain points the more jumps you can do without touching the ground or dying.

In your own site

Upload the latest release of Unisquirt (or your built version) to your FTP server.

Developing

Build Process

Unisquirt uses Grunt to automate building, which requires Node.js. The process is straightforward; see Grunt's help page.

Coding

Unisquirt is built on a modular framework called GameStartr. The FullScreenShenanigans organization contains GameStartr, its parent class EightBittr, and the modules used by the GameStartr framework. These all (theoretically) have their own README files, which you should skim before developing for Unisquirt itself.

All source code is in the Source directory. The Unisquirt.ts class declaration contains class functions and some constants, while static settings to be added to the Unisquirt prototype, such as map layouts and object attributes, are stored in files under Source/settings, such as audio.ts and collisions.ts.

Legal

This is released under the MIT License (see License.txt).