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You are a square, a 20x20px square to be exact. Jump your way through the levels without hitting anything. "One Square at a Time" is an open-source arcade game and is similar to the flash game "Space is Key" by Chris Jeff. It is programmed in Python2.7 using pygame, therefore it should be easy to port to lots of other operating systems, but I can't test that at the moment, since I'm doing the work on my desktop Linux PC.

Report RSS Maps? What maps?

How my ideas of maps and levels are and some other news...

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Maps? What maps?
What I'm mostly interested in doing for "One Square at a Time", is to make it really easy for the users to create their own maps. This will make sure that the game will never be the same all over.

This is how it works at the moment:
How maps work

A map consist of lots of levels, in which there are three levels (yep confusing, but I had no idea what to call them): level #1, level #2 and level #3.

So in a quick tree-view, this is how a map would look like:
map
- Level 1
-- Level 1.1
-- Level 1.2
-- Level 1.3
- Level 2
-- Level 2.1
-- Level 2.2
-- Level 2.3
- Level 3
... and so on

The background colors of level x.1 and level x.3 are the same, but the background color of level x.2 is another color. The objects (boxes) on level x.1 and level x.3 are the same color as the background color of level x.2. And, as you might have guessed already, the objects (boxes) on level x.2 are the same color as the background color of level x.1 and level x.3.

Here's my experimental 1.map:

text code:
[level1]

name = Awesome

bg1R = 255
bg1G = 255
bg1B = 255

bg2R = 0
bg2G = 255
bg2B = 255

top = ................................
................................
................................
..........#.#...................
..........###........#..........
............................#...
............................#...
................................

mid = ................................
...............#................
................................
........#.......##..............
........................#.......
........................#.......
........................#.......
................................

bot = ................................
................................
................................
................................
...............#................
...............#................
................................
................................

[level2]

name = Kewl

bg1R = 255
bg1G = 255
bg1B = 255

bg2R = 0
bg2G = 255
bg2B = 255

top = ................................
................................
................................
................................
.....................#..........
............................#...
............................#...
............................#...

mid = ................................
................................
................................
........#.......................
................................
................................
................................
...........

As you see on the level arrays, objects (boxes) are marked by a # sign. This makes it really easy and quick to create levels.

Other news...
I've received my NVidia GTX 460 today and it works perfectly on my ArchLinux desktop PC. Everything was just plug-n-play.
I'd love to say that because of my upgrade from GT 8800 to GTX 460 you can expect a lot more 3D effects and other graphic intensive usage in this game, but no. This'll stick with plain 2D and SDL so far.

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