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3D Frog Frenzy
From The Cutting Room Floor
|3D Frog Frenzy|
Several revisions of this game exist
A Frogger ripoff that was found on PC game collection disks in the early 2000's.
//////////////////////////////////////////////////////////////////////////// // Files to replace ( !filename -you cant use wildcards- ) // // Dana says, do this: // dir *.def /ON /B > o.txt //////////////////////////////////////////////////////////////////////////// !level0.def !level1.def !level10.def !level11.def !level12.def !level13.def !level14.def !level15.def !level16.def !level17.def !level18.def !level19.def !level2.def !level20.def !level21.def !level3.def !level4.def !level5.def !level6.def !level7.def !level8.def !level9.def //////////////////////////////////////////////////////////////////////////// // Text to replace ( @search_text replace_text ask_before_replacing?(Y/N) // Symbol to replace ( #search_text replace_text ask_before_replacing?(Y/N) // The diference between "text" and "symbol" is that the 2nd one also // takes care of not replacing parts of a symbol ( var,function,etc. ), ie. // if you want to replace all the "myvar" symbols then it'll only replace // those but not the "myvar2" or "thisismyvar" or other symbols that have // that text inside but that are diferent symbols. Also, it WONT replace // structure fields ( by testing if the previous character is a '.' or // '->' ) // You can put text into "" or '' if you wish to write spaces // The symbol %ENTER% is replaced by ascii 13 + ascii 10 //////////////////////////////////////////////////////////////////////////// // These lines ad the accented chars to DEF files that use Cristian's original font stuff (i.e. fonts as WAGE sprites) @"&11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0" "&11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0" N //@"&11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0" "&11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0" N // this is something Pascal has been complaining about for over a year... merry christmas Pascal! //@"^pointer_bitmap = pointer.pcx" "^pointer_bitmap = gfx\pointer.pcx" N // Notice that in the following example I've used "" in the replace string // because it has spaces, but this is not necesary if there were no spaces // In any case, if you dont want to keep reminding this maybe you should // use "" or '' in all cases // The %ENTER% thing can be used in the search and in the replace string // and it works no matter if you're using "" or '' or none quote //#hello "goodbye%ENTER% blue sky..."
In the file LEVEL/LEVEL.TXT, the following messages can be found.
Ok, The players starting point will be defined by simply inserting on of the sprites #1-#4. No centering required, the game will center it automatically. Note: The start facing is also dependent of the sprite number, so it really faces the direction it 'looks' in the editor to. Bonus objects are defined in the sameway as the frog. The only thing that has any actual meaning is the block the bonus object is insterted into. That's right, the type, height and so on is irrelevant. These item uses auto-center feature too :) In theory level can have multiple exit-points. There's no reason why this wouldn't work... There's a little trick in the define files; I thought 3 different walls is enough per one level (with all possible floors) so instead changing thousand of definitions in the .def file just change the properties of $bit_tile_1 = blahblah.pcx $bit_tile_2 = blahblah.pcx $bit_tile_3 = blahblah.pcx This way should be much more convenient :) The car and log starting points are defined by the quite ugly arrow tiles, you probably figure the facing by yourself :) When a car or a log moves into an empty block it will vanish so no ending points required. Few things: - Cars and logs take the y-coordinate from the starting block and it'll not change afterwards so you can't have hills in the car/log lane. Sorry... (Well with logs this kinda makes sense :P ) - in the text file there's critical data under [Cars] key: (An example from level1.txt) [Cars] different_cars=7 car_1_x_size=10 car_1_z_size=8 car_2_x_size=9 car_2_z_size=8 car_3_x_size=10 car_3_z_size=8 car_4_x_size=10 car_4_z_size=8 car_5_x_size=9 car_5_z_size=8 car_6_x_size=10 car_6_z_size=8 car_7_x_size=10 car_7_z_size=8 arrow_1_random=1000 arrow_1_speed=0.15 arrow_1_pause=300 arrow_2_random=750 arrow_2_speed=1.5 arrow_2_pause=500 arrow_3_random=300 arrow_3_speed=0.5 arrow_3_pause=150 arrow_4_random=1000 arrow_4_speed=0.1 arrow_4_pause=200 arrow_5_random=1000 arrow_5_speed=0.1 arrow_5_pause=200 arrow_6_random=1000 arrow_6_speed=0.1 arrow_6_pause=200 These arrow things define the different behaviour for the cars appearing from the arrow. Number 1 is the red and next color is 2 and so forth... - RANDOM indicates the probability when PAUSE has been decreased to zero to 'spit' out a car. The car will then move with the speed the SPEED indicates. * 0.15 is slow, the frog can easilly outrun these * 0.5 is slightly faster, can't outrun * 1.5 is like driving 60mph/120kph :) - The car x-sizes are just sensitivities to car<->frog collision and there's no need to alter those. Just copy them from file to file... - NOTE! Don't use any logs in south/north direction as they looked SO stupid that I didn't even bother coding them. So theorically they exists but... Rest of the data in the .txt file should be pretty obvious...happy level editoring :) -Dragst