-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathREADME.txt
109 lines (66 loc) · 3.31 KB
/
README.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
This is my entry for Ludum Dare #26, theme "Minimalism". It also
serves as my April entry for One Game a Month! Win-win!
CONTROLS:
Keyboard: A to shoot, arrow keys to move
360 gamepad: A to shoot, analog stick to move
The game itself is very simple. You are a block thing that shoots
a crazy number of... "bullets". You are attempting to shut down the
turrets (so far; more content coming), and continue on.
So far, that's about it. There is some effort to increase difficulty
over the course of many levels, and a bit more built in for other
future uses but unused in the game in its current state.
As of this writing, there aren't many levels in the game, but more
will come. And the source is available at github anyway if you want
to copy or otherwise clone or extend the game yourself. It's ugly,
unorganized, and totally a product of the short LD timeframe, but
it's there.
Please provide attribution and share alike with any derivative
works, including this README file. Essentially a (CC)BY-SA license.
Controls, again, are arrow keys and 'A' to shoot. The game was
tested with an XBox 360 control pad... 'A' again to shoot, and
the analog stick to move.
Leftover from debugging: 'Y' on the gamepad to wipe out all
existing lingering bullets. Also, holding down right trigger, then
pressing the left trigger will reset the game to the start of the
first level.
Browser I tested in was Chrome (Windows) and Chrome alone.
This game was not tested at ALL on mobile. I may add touch controls
in the future, if there's interest, but the effects used in the game
may not allow reasonable framerates on many mobile devices. It's
probably a fixable problem, but may not be worth it.
If you have feature requests, questions, or any other feedback at
at all, I'm wide-open. Please remember this was a simple idea made
in less than 48 hours... so keep it constructive. :P
You can find and even follow me on Twitter:
@alexfalkenberg
You can also find and follow me on Google+:
https://plus.google.com/u/0/101867213559543170219/posts
The game source is at
http://github.com/aerger
if you're interested at all in that.
Good luck to you all, and if you read this, hello!
See you around the Interwebs!
-alex
SPECIAL THANKS TO THE FOLLOWING ENTITIES
----------------------------------------------------------------
Ludum Dare: http://ludumdare.com/compo
One Game A Month: http://onegameamonth.com
Construct2: http://www.scirra.com
Trajma font: http://www.dafont.com/trajma.font (Public domain / GPL / OFL)
Sprite Something: http://terriblegames.com/spriteSomething/
LCD color palette: http://terriblegames.com/downloads/LCD.gpl
bfxr: http://www.bfxr.net
XBox 360 A-button graphic: http://castlewiki.castlecrashers.com/index.php/File:Xbox360_Button_A.png
Sublime Text 2: http://www.sublimetext.com/
Google+: http://plus.google.com
Twitter: http://twitter.com
Chronolapse: https://code.google.com/p/chronolapse/
Livestreaming: http://Twitch.TV
Jango Radio: http://www.jango.com/
Dropbox: http://www.dropbox.com
Github (and Github for Windows): http://www.github.com
WinSCP: http://winscp.net/eng/index.php
Wordpress: http://wordpress.org
MS Paint / Adobe Photoshop / Google Chrome
MOST OF ALL: MY WIFE AND TWO AWESOME KIDS. YOU MAKE IT POSSIBLE.
----------------------------------------------------------------