07-24-2012, 04:41 PM
CRAPY'S CRATES
Starring everyone's favorite, lovable, crepe-making Luigi recolor!
Costarring music by that ridiculously talented bullet, Gorsal!
In Crapy's Crates, you play as Crapy as he travels through a strange land, collecting crepes while rearranging large crates in order to reach doors, behind which are more crates, crepes, and doors.
The game includes 11 sample levels; more will probably be added over time, but the current levels exist mainly to give an idea of the uses for each game-object for users who want to make levels for the game.
Controls:
Move around with left and right.
Jump with up.
Enter doors with down.
Climb up and down ladders with up and down.
If you get stuck (or you die), press R to reset the level.
Press space to pause at any time.
Press escape to exit at any time.
.NET FRAMEWORK AND XNA REDISTRIBUTABLE ARE REQUIRED TO RUN THIS PROGRAM. INSTALL THESE FIRST, if you haven't already before.
.NET Framework 4
XNA Framework Redistributable 4.0
Download: http://dl.dropbox.com/u/71348327/crapy.zip
Creating Levels:
Creating levels for the game is really easy: you can open any of the levels in the game's Content/Levels folder using Notepad and change them up as you'd like, as well as adding new levels (following the "Level#.txt" name format, where # is the next number after the previous last level).
0 = The Player object (yes it is possible to have more than one in a level at once, though it can sometimes do weird things)
1 = Small pushable crate
2 = Normal wall block
3 = Door
4 = Large pushable crate
5 = Player-only block (only the player collides with these; boxes and enemies walk right through them)
6 = Crepe
7 = Effect object; don't put these in there (you can; it won't break things, but it'd be kinda pointless)
8 = Zadabom enemy
9 = Block destructable by zadabom explosions
L = Ladder
S = Button
F = Block that defaults to invisible when the button's not pushed
N = Block that defaults to visible when the button's pushed
^ = Spikes
I = Ice block
C = Cart
h, H = Horizontally moving platform - lowercase is slower
v, V = Vertically moving platform - lowercase is slower
(NOTE: If you put two moving platforms of the same sort next to each other, it makes one combine platform instead of two separate ones)
1 = Small pushable crate
2 = Normal wall block
3 = Door
4 = Large pushable crate
5 = Player-only block (only the player collides with these; boxes and enemies walk right through them)
6 = Crepe
7 = Effect object; don't put these in there (you can; it won't break things, but it'd be kinda pointless)
8 = Zadabom enemy
9 = Block destructable by zadabom explosions
L = Ladder
S = Button
F = Block that defaults to invisible when the button's not pushed
N = Block that defaults to visible when the button's pushed
^ = Spikes
I = Ice block
C = Cart
h, H = Horizontally moving platform - lowercase is slower
v, V = Vertically moving platform - lowercase is slower
(NOTE: If you put two moving platforms of the same sort next to each other, it makes one combine platform instead of two separate ones)
Support:
Feel free to bring up any glitches or other problems you come upon while playing.
You may also suggest new features to be added to the project in this thread; each weekend, I'll stream myself adding new features to the game (though this is not guaranteed).
Credits:
Programming / Sprites: Kitsu
Idea person / Tile sprites: Crappy Blue Luigi
Music: Gorsal
Ending Slides: Kitsu, Crappy Blue Luigi, Zac & Gors
Special thanks: Kitsustream-goers
Enjoy!~
Updates:
Update 1.01 - July 25, 2012, 02:12 = Added ice blocks, carts (crates which don't stop on their own), pausing, 2 new levels, new endings
Update 1.02 - July 26, 2012, 12:57 = Added moving platforms, 3 new levels