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Name Modified Size Downloads / Week Status
Totals: 18 Items   487.9 MB 22
Version 0.9.8 2012-04-14 11 weekly downloads
Version 0.9.7 2012-02-26 33 weekly downloads
Readme.txt 2012-04-14 27.0 kB 22 weekly downloads
BrickWalker IV 0.9.6a WIN Setup.msi 2012-01-10 27.4 MB 11 weekly downloads
BrickWalkerIV 0.9.6 XBOX (NOT Tested).ccgame 2012-01-04 26.8 MB 11 weekly downloads
BrickWalkerIV 0.9.6 WIN Portable.zip 2012-01-04 29.5 MB 11 weekly downloads
BrickWalkerIV 0.9.5b SETUP.zip 2011-10-12 27.3 MB 11 weekly downloads
BrickWalkerIV 0.9.5b CCGAME (XBOX).zip 2011-10-12 26.3 MB 33 weekly downloads
BrickWalkerIV 0.9.5b PORTABLE.zip 2011-10-12 27.2 MB 33 weekly downloads
BrickWalkerIV 0.9.5a PORTABLE.zip 2011-10-07 27.2 MB 11 weekly downloads
BrickWalkerIV 0.9.5a CCGAME XBOX.zip 2011-10-07 26.3 MB 11 weekly downloads
BrickWalkerIV 0.9.5a SETUP.zip 2011-10-07 29.0 MB 11 weekly downloads
BrickWalkerIV_093_WIN_Portable.zip 2011-09-07 58.3 MB 11 weekly downloads
BrickWalkerIV_093_XBOX_ccGame.zip 2011-09-07 38.4 MB 11 weekly downloads
BrickWalkerIV_093_WIN_ccGame.zip 2011-09-07 58.9 MB 11 weekly downloads
BrickWalkerIV Source XACT August 18 2011.zip 2011-08-18 21.3 MB 11 weekly downloads
BrickWalkerIV Source (NO XACT) August 18 2011.zip 2011-08-18 25.0 MB 11 weekly downloads
BrickWalkerIV Source August 16 2011.zip 2011-08-15 38.9 MB 22 weekly downloads
 ______ _ _ _ _ _ _ _____ _ _ | ___ \ (_) | | | | | | | | | |_ _| | | | | |_/ /_ __ _ ___| | __| | | | __ _| | | __ ___ _ __ | | | | | | | ___ \ '__| |/ __| |/ /| |/\| |/ _` | | |/ // _ \ '__| | | | | | | | |_/ / | | | (__| < \ /\ / (_| | | <| __/ | _| |_\ \_/ / \____/|_| |_|\___|_|\_\ \/ \/ \__,_|_|_|\_\\___|_| \___/ \___/ =============================================================================== = General = =============================================================================== This game can be downloaded for free from: http://sourceforge.net/projects/brickwalkeriv/ Some resources within this project may have their own license. Check out the credits section to find out what resource is owned by who in order to get the specific license. Most licenses however are GPL, Public Domain or a Creative Common version. "BrickWalker IV" © 2010 Napoleon, used under a Creative Commons Attribution-ShareAlike license: http://creativecommons.org/licenses/by-sa/3.0/ =============================================================================== = Installation = =============================================================================== Windows (SETUP) 1. Download the latest version of the game. 2. Unzip and start BrickWalkerIV\Installer\Install.cmd 3. Follow the instructions on screen. Windows (PORTABLE) 1. Download the latest version of the game. That's it. Note that this only works if you already have .NET 4.0 and XNA 4.0 installed. XBOX (CCGAME) 1. Download the CCGAME (or use Visual Studio to download the latest SVN version) 2. Run Visual Studio 2010 (or later) and open it. 3. Connect your XBOX to VS2010 and deploy the ccgame. Additional information might be found on the MSDN site. Note that this requires a premium XNA Creators Membership. NOTE: Starting from version 0.9.6 the Xbox version of this game is no longer being tested. This because Microsoft doesn't allow free XNA games for the XBOX and because even testing a game costs money... =============================================================================== = Default Controls = =============================================================================== Player 1 (Windows): W = jump & climb ladder A & D = Movement S = Climb ladder down E = Drop bomb Space = Fire primary weapon (default bow) L Shift = Jump maximum height Q = Switch Primary weapon Player 2 (Windows): Numpad 5 = jump & climb ladder Numpad 1 & 3 = Movement Numpad 2 = Climb ladder down Numpad 4 = Drop bomb Numpad 0 = Fire primary weapon (default bow) Right Shift = Jump maximum height NumPad 6 = Switch Primary Weapon Players 1 & 2 (XBox): A = Jump & climb ladder B = Shoot arrow Y = Drop Bomb X = Switch primary weapon Right Trigger = Jump maximum height DPad & Anhlog sticks = Movement & climb ladder down =============================================================================== = Console Commands = =============================================================================== (does not apply for the editor) (commands are w/o the quotes) (not available on the XBox) "load <level filename>" or "l <level filename>" = Loads the level. Note that when in campaign mode when loading a level from a different campaign the game will crash upon completion of the level. "edit" or "editor" = Loads the editor "exit" = Exits the game "debug" = Shows various debug visuals like collision boxes and such "safe" = displays the screen safe area "gameover" = kills all players with all their lives and continues "win" = wins you the level "god" = permanent invulnerability. Does not protect vs damage tiles. Use this command again to turn it off. "version" = shows the current level version. "plasma" = grants the plasma gun to all players. "pammo" = grants +500 plasma ammo to all players. "edit" = starts the level editor with the current level. =============================================================================== = Level Editor = =============================================================================== [1]: Toggle the tile's solid mode. [2]: Toggle the tile's jump-through mode. [3]: Toggle the tile's airstream mode. [4]: Toggle the tile's damage mode. [5] : Toggle the tile's ladder mode. [M] : Browse through the Mode's. [U]: Change trap type. [I]: Change trap direction. [P]: Switch between pickups. [X] & [C]: Cycle through the textures within a set of textures. [Y] & [H]: Cycle through the texture sets. [K]: Fill (only works in tile mode and has a maximum of ~500 tiles). Does go across diagonal tiles. [R]: Replaces all tiles with the same texture as the one underneath the mouse that are connected with each other. Has a limit of ~500 tiles. [L]: Sets the active texture to the one underneath the mouse regardless of the currently selected texture set. [J]: Change the jump-tile value. Default: 1 (1=100%, 1.5=150%, etc). [O]: switch between the active slope angle. Level Editor Console Commands (without the double quotes): * [~]: Opens/Closes the console. * "s <filename>" or "save <filename>": Saves the level. Automatically overwrites if applicable. * "l <filename>" or "load <filename>": Loads the level or crashes when the level does not exist. * "s": Saves the level using the last loaded or saved filename. Automatically overwrites if applicable. * "boxes": Shows/Hides the tile-boxes. This can be used to determine where you placed your invisible tiles. * "setbg <string:name of background asset name>": Assigns a background texture to the level. * "displayname <string:level display name>": Sets the display name of the level. This is not the filename but the name that the player will see after finishing the level and in the arcade screen. * "music <string:XACT name of the music to play>": Assigns the specified background music to the level. * "nextlvl <string:filename of next level w/o .xml>": Set's all exits to specified value. * "newtext <int: X, int: Y, string:text>": Places text in level. * "exit": Exits the application w/o saving. * "play": test plays the last saved/loaded level. * "play <string:levelname>" testplays the provided level. * "slopes": hides or shows the slopes. * "camera <int: X> <int: Y>" or "cam <int: X> <int: Y>": Sets the default editor camera for this level to the specified coordinates. * "camera": Sets the default editor camera for this level to the current camera's location. * "goto <int: X> <int: Y>": Sets the editors camera to the specified coordinates. * "goto": positions the camera to the default location for this level. * "version": shows the current level version. * "colorcodes": switches the color codes on/off. * "renderbg": switches the background rendering (in the editor only) Notes: * If an enemy falls through the ground then place it one cell higher. You may even place it in the ceiling(in case it was standing in a tunnel 1 cell in height) and it will automatically fall to the correct floor when the level is loaded. =============================================================================== = Gameplay Information = =============================================================================== ############################################################################ # Difficulty Modes # ############################################################################ # Event Mode # EASY # NORMAL # HARD # ############################################################################ #Hugging enemies # 50% HP # Death # Death # ############################################################################ #Jump mod visible? # Yes # No # No # ############################################################################ #Trap damage # 50% # 100% # 200% # ############################################################################ #Moving traps # Death # Death # Death # ############################################################################ # Hazards # Death # Death # Death # ############################################################################ #Enemy projectile dmg # 50% # 100% # 200% # ############################################################################ #Plasma ammo pickup # 35 # 25 # 20 # ############################################################################ =============================================================================== = Feature List = =============================================================================== - Hotseat multiplayer (2 players). - Switches that add or remove terrain. They can also reactivate each other. - 20+ different enemies - Flying - Shooting - Aimed - Horizontal only - Ghosting - Traps (multiple directions/configurable options) - Smoke traps - Shooting traps - Moving hazardous objects - Full ingame level editor - Ingame texts - Ingame dialogs - Customizable campaigns. Players can even add new campaigns. - Multiple different weapons to kill your enemies. - Different tiletypes: - Hazards - Jump-throughs - Ladders - Airstreams - Regular blocks - Empty blocks - Slopes in 45 degree angles in every direction including ceiling support. These are compatible with the different tile types and enemies. - Lot's of premade campaigns. - Layered levels: * background image (optional) * background tiles * regular tiles (players & enemies and such go also here) * foreground tiles * Fog of War (optional) - Error logging - Highscores - Keymapping (Windows only) - Every level has extensive options like whether the player carries specific items to the next level. Levels also may have different exits leading to different levels. - Multiple game modes: "Survival", "Kill All Enemies" and "Reach The Exit". - Teleporters for both players and enemies. - Animated 'visuals'. - Moving elevators (customizable to go in any direction and type) - Lots of different pickups. - Adjustable enemy spawners. - Triggable secret areas - Campaign (unlocks arcade levels) & Arcade mode. =============================================================================== = Known Bugs & Issues = =============================================================================== Issues: - Platforms (not movers but those jump-through thingies) are not working 100% properly. The player is like pushed up when he makes his jump but ends his top of the jump with his feet in the platform. It doesn't really change gameplay tough. Known Bugs: - In small corridors like in the corridor test: testlvl.xml: the player can get stuck by holding jump+random direction key. It only works in narrow vertical tunnels with a room of 1 cell in width. Also the player must be jumping from the ground up into it. - When the player walks into a jump-tile from the side at the same time he/she jumps then the game thinks the player is standing on the jump tile because the player is colliding into it. - In some cases the players collision box is jittering a few pixels up and down. For certain tiles like jump tiles this can be problematic. Because of this the code that checks if the player does not hit a jump-tile with it's head has been removed to work around it for now. - Enemies that are falling down (because tiles were removed by a switch) do currently not check for wall collision. They only check for floor collision. - Elevators push the player(s) through solid ceilings. Known Bugs (Level Editor): - Textboxes can receive input when the mouse is over it even when the console is active. - The comboboxes in the leveleditor can't display empty values. This is probably caused by the TextScroller control that Wraps the text and for some reason ignores empty strings. - The game crashes if the player gets within 1-2 tiles from the edges of the map. To work around it just don't allow the player to get that far. - After a certain amount of text in the console the console doesn't scroll it's text properly anymore. =============================================================================== = Changes = =============================================================================== Version 0.9.8 (April 14 2012): - ** Forced Release of 0.9.8 due lack of time. It has been lying on the shelves for a while now. ** - Note for users that are upgrading: The highscores and Unlocked.xml are to be deleted before running this version. - Changed some of the readme sections. - Added the plasma gun and plasma pickups. - Projectile impact sounds are now only played if they are close enough to any player. - Increased the size of the listview in the texture selector. - Added the ladder-tile color code to the selector and added a color codes button. - Ghost2's no longer die when a switch is flipped adding a solid tile onto them. The players now however do die when they collide with that upon flipping the switch. - Fixed 2 bugs in swirly.xml and the fires in the classicX1.xml now kill the player again. Version 0.9.7 broke the fires in classicX. - Added a new campaign - Changed pretty much the entire campaign inner workings. It now uses an xml file to retrieve it's data from and the Unlocked.xml filesize has been dramatically decreased. - Highscores now have their own folder. - Switches now use colored cells onmousehover and their 'reactivates' are now handled by the level editor. - Added support in the editor for the different mover types, fixed a mover bug, Added mover lines and destinations, added Snap2Grid for the movers and added extra movers. Also moved the location of the textures. - Fixed a crash in the "play" command in the level editor when the level supplied does not exist. - Added laser and plasma projectiles and traps. - Traps got an additional option: IsAlwaysActive. - Fixed a bug that caused enemies not to shoot when the player was in range. - Added more enemies. - Fixed a bug that caused the player to play the jump sound where he does not initiate a jump. - Added enemy teleporters with editor support. - Added triggable secret areas. - Primary weapons can be switched. Weapons are also automatically switched to a usable one on pickup. - Added support for the new keys in the keymap menu. - Fixed a bug in multiplayer that caused enemies & tiles to be updated twice per update-cycle (only if both players were together). - Added support for the "-" minus sign in the console (yes I know that was a really stupid issue)... - The Level editor can be started mulitple times within one game session. - The fall speed of moving traps are now fps independent too. - Fixed player animation when standing on movers. - Level changes/balances. - Added a default texture for the BG. - Players now receive an extra life every x score where x is determined by the campaign (set in Campaigns.xml). Defaults to 1000 and arcade is always 1000. - Added a batch installer. - Fixed an issue on easy mode that drew debug information on the screen. Version 0.9.7 (February 26 2012): - Players can now change the music ingame with the "[", "]" and the left/right shoulder buttons on the XBox controller. - Added 2 extra songs. - Removed the shadow on the Male Lion when dying. - Made the survival level slightly harder. - Removed a wrongly placed teleporter visual in the tutorial level. - The options menu responds to the cancel key. - The savepoints statistics should be updating correctly again. It broke in version 0.9.6. - Lots of refactoring and documentation. - Implemented slopes. - Implemented 'Fog of War'. - Fixed a lot of collision bugs. - Added slope tiles. - Changed most of the levels to reflect the changes. - Fixed the comboboxes 'overlapping bug' when clicking. - Reworked the level editor. - The player can now go through tunnels of 2 cells in height. The jumping has been disabled for these cases. - The background has a lightintensity value. - Added a new enemy: Slime1. - Fixed a crash: when playing the campaign and manually loading a level from another campaign the engine would crash upon completion of the loaded level. - Added switches. - Fixed the crash when trying to load a non-existent level. - Added an extra key/button to jump max height. - Removed (hopefully all) fps dependancy. - Fixed a crash in the stats menu. - And many more fixes and minor changes. Version 0.9.6b: - Removed the setup packages as it seemed to cause errors with the filepaths. - Added a new setup project and a new setup package to download. Version 0.9.6: - NOTE: REMOVE THE Unlocked.xml file if you are upgrading to this version! - The game no longer crashes on windows when the player selects the custom episode when there is no custom episode available. - Users may replace the customPreview.jpg file in the Levels folder with another jpg or png file with the same name and dimensions. - Limited this readme to 80 characters per line. - Added a new menu for the PC that allows keymapping. - The player now only climbs a ladder if he/she is pressing up or down. - Fixed an offset preventing the hp bar for player 2 to draw on the screen. - Added a new enemy: Ghost 2. This one floats through everything and towards the player if he/she is in range. - Added ChargeStation tiles. These tiles contain pickups that refill the specific item to a certain amount and can be refilled again by touching the tile again (or by keeping it touched). - Fixed a mistake that rendered all projectiles (even the ones in the pool). - Added Bomb traps and effects. - Added a new pickup item: Bomb. Also they GUI was slightly changed to fit in the new pickup. - Fixed a bug that allowed dead enemies to block projectiles. - Projectiles now ignore dying enemies (= enemies that are rendering their death animation). - Added victory conditions to the levels (doors, kill all enemies and survival). - Added a new campaign "Bonus" that contains 4 new mini levels. - Added enemy spawners (with all kinds of options). Note that some options can only be activated in the XML as the editor does not support all of em. - Levels may now remove all arrows and/or bombs from the players disallowing them to carry over those items from any previous levels. - Removed the "theme1" music from the level editor because the game no longer contains that music (or not by that name). - Added a new classic level "Bridge". - Fixed the preview on the level "ClassicX1". - Made some levels slightly easier (again). - Fixed a teleport bug in "Cube" level. - Added jump-tiles that influence the height of the players jump (both positive and negative). - Added testcases to the library. - Removed the xbox tutorial. Both platforms now use the same xml file. Also tutorial has been updated to show the players the new features. - Added dialogs support. Note that the editor does not support it yet. Just edit the XML directly (see the tutorial.xml for an example). Version 0.9.5(b): - A quickfix: Fixed an attribute in the ClassicX1 level that caused the game to crash. - Fixed a level design mistake in the Merry campaign where the ladders are placed through the ground. - Set default skins to the Ninja's. Version 0.9.5(a): - I uploaded a new version 0.9.5 because the original one had too many bugs. - Added new player sprites. - Players can choose their sprite in the options menu (4 choices total). - Replaced the level previews that contained copyrighted content before. - Removed the entire XACT and replaced it with my own variant that does not generate garbage or at least not as much as XACT. - Lowered the sound effect volumes. - Replaced the game thumbnail with a red ninja. - Replaced the projectile pool with a generic one. - Removed the sounds from the smoke traps again (they came back with the new pool) - Fixed a bug that projectiles didn't dissapear after hitting something. - Fixed the jumping exploit that didn't make the enemies shoot the player as often as they should by increasing their y-trigger-range by 32px. - Made some levels easier to beat once again. - Implemented ladders. - Added the options to go back in the menu's by hitting the default cancel key. - Fixed a bug that could cause the music to continue playing after the game was (properly) shut down. - Removed a trap in the level "Spikey" that made it near impossible to beat the level without losing a life. Version 0.9.4: - The Grid now draws the tiles on the zero X and Y axis too. - Fixed some level bugs. - Exits are now drawn behind the enemies. - Enemies are no longer drawn behind jump-through-tiles. - Fixed a crash after beating the last pandoria level. The engine was comparing two strings case sensitive which was a problem because since 0.9.2 the level files names are manually entered by the programmer. Both strings are now cast to lower case. - Removed the leading zero in the score display. - Added a new background. - Some minor changes like the Readme and such. - Decreased the airstream speed by 2.5f. The first Techno level is now beatable. - Added a new classic level. - Improved the Tomato enemy and made it animating. - Added a new Tomato enemy, a shooting one. - Added a new pickup: Jewel. - Added jewels to the existing levels and improved them here and there. I also made the levels easier once again. - Added a new tileset and more enemies. - Added more controls to the level editor. - Levels that have no background music assignedn now play a random background music. - Converted all music to MP3. The sound effects remain in WAV format. This is done to save HD space as some songs went from 11mb down to 1.1 mb. That's 90% compression. - Added new music and added a victory music. - Added 2 second spawn protection after dying and after loading a new level. - Replaced a background texture. - Added a new campaign (just one level tough). - Walking animations first start frames are randomized to prevent enemies from walking synchronized. - Highscores are saved for each campaign seperately. - Added a level timer. - Added bonus score when the player(s) finished the level within the levels target time. Version 0.9.3: - Added a ListView control to the level editor. - Fixed the unlock bug at the end of the tutorial level causing the game to crash or to show a black screen. - Fixed a bug where the analog stick movement from 0.9.1 was controlled with the logical gamepad's index. It now reflects the bound gamepad. - Fixed the horizontal velocity of the player. Jumping and running are now equally fast. - Added a message above the player's head notifying the player that he lost a continue and all save points are reset. - The default campaign is set to "Classic" instead of "Tutorial". - Menu selection bar is now drawn behind the text. - Changed most of the fonts. Version 0.9.2: - Added new levels and a new campaign. - Fixed the jumping (again). - Changed the campaign menu. It now displays a screenshot of a level. - Beating a level in Campaign mode now unlocks levels to chose in Arcade mode. - Added an Arcade Menu where the player can chose any level that he previously unlocked (or the first level of any campaign). After beating the level the player is returned to the main menu and no new levels or highscores are saved. - Changed some levels to make them slightly easier. - Shooting enemies no longer continue shooting after they died. This bug appeared after introducing object pooling. - Added more console commands for the PC version. Version 0.9.1: - Added different button texts to the tutorial. - Changed the text in the tutorial to inform the player that he loses his savepoints when he loses a continue. - Added scrolling menus and thus also including the gamepads thumbsticks input in the menu's and holding down a button. - Added AnalogStick movement. The players speed is now variable depending on the AnalogStick between 0% to 100% of it's base speed. - On the XBox with only one controller connected the player can no longer chose to play with 2 players. - Added a Pause Menu instead of hard exiting the game when the [Back] button is pressed. It also responds to the [Start] button. On the keyboard this is shown by pressing [Escape]. - Increased the fontsize of the texts inside the levels from 12 to 14. - Renamed a campaign to "Pandoria". - Background music is now looped. - Removed the "Custom" Campaign on the XBox. It's only for custom made levels which are currently not supported on the XBox - Shortened the player selection text in the player selection menu. - Changed the Controller Configuration menu to be more descriptive. - Added 3 difficulties: Easy, Normal, Hard. - Easy: - Hugging an enemy will cause 50% max. HP damage instead of instantly dying. - Getting hit by enemy/trap projectiles will cause 50% less damage compared to normal. - Normal: - Nothing changed. - Hard: - Getting hit by enemy/trap projectiles will cause 50% more damage compared to normal. - The player can now control the height of the jumps again by longer/shorter holding the jump button. It was outcommented (for some unknown reason) in version 0.9.0. - Added exception handling (also works on the XBox). - Improved the GUI on the XBox. Version 0.9.0: - First playtest version.
Source: Readme.txt, updated 2012-04-14