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Home / Version 0.9.7
Name Modified Size InfoDownloads / Week
Parent folder
BrickWalker IV 0.9.7 XBOX.ccgame 2012-02-26 38.7 MB
BrickWalker IV 0.9.7 PORTABLE.zip 2012-02-26 39.6 MB
Readme.txt 2012-02-26 20.7 kB
Screenshots 0.9.7.zip 2012-02-26 1.3 MB
Resources 0.9.7.zip 2012-02-08 3.2 kB
Totals: 5 Items   79.6 MB 0
    ______      _      _     _    _       _ _                _____ _   _ 
    | ___ \    (_)    | |   | |  | |     | | |              |_   _| | | |
    | |_/ /_ __ _  ___| | __| |  | | __ _| | | __ ___ _ __    | | | | | |
    | ___ \ '__| |/ __| |/ /| |/\| |/ _` | | |/ // _ \ '__|   | | | | | |
    | |_/ / |  | | (__|   < \  /\  / (_| | |   <|  __/ |     _| |_\ \_/ /
    \____/|_|  |_|\___|_|\_\ \/  \/ \__,_|_|_|\_\\___|_|     \___/ \___/ 
                                                                     
                                                                     


===============================================================================
=                                 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 SETUP package.
2. Put the setup package in the folder you'd like the game to be installed.
3. Run setup.exe.

Windows (PORTABLE)
1. Download the PORTABLE package.
2. Make sure that you have .NET 4.0 and the XNA framework installed.
   .NET: http://www.microsoft.com/download/en/details.aspx?id=17851
   XNA: http://www.microsoft.com/download/en/details.aspx?id=20914
3. Run BrickWalkerIV.exe

XBOX (CCGAME)
1. Download the CCGAME.
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   = Shoot arrow
L Shift = Jump maximum height


Player 2 (Windows):
Numpad 5     = jump & climb ladder
Numpad 1 & 3 = Movement
Numpad 2     = Climb ladder down
Numpad 4     = Drop bomb
Numpad 0     = Shoot arrow
Right Shift  = Jump maximum height


Players 1 & 2 (XBox):
A = Jump & climb ladder
B = Shoot arrow
Y = Drop Bomb
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.

===============================================================================
=                              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.
* "bg <string:name of background texture>": 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.


Notes:
* Reactivating a switch must be inserted manually in the XML.
<ReActivates>0;0</ReActivates> (0;0 is the index of the switch to activate)
* 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                             =
===============================================================================

- Easy mode:   player takes only half damage from hugging an enemy and has a
               visible jump modifer in the GUI. Also takes half damage from
			   traps and enemy projectiles.
  Normal mode: player dies instantly from hugging enemies.
  Hard mode:   player dies instantly from hugging enemies and traps and
               projectiles deal twice as much damage.

===============================================================================
=                            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:
- When starting the level editor more than once during a single game-run the
  level editor will not work properly. Workarround: restart the game when
  you need to start the level editor again. I fixed this temporarily by not
  allowing the player to run the editor more than once for now.
- The comboboxes in the leveleditor don'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.
- 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.

===============================================================================
=                                 Changes                                     =
===============================================================================

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 2012-02-26