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Clonepoint loads maps from .tmx files generated by the Tiled Editor. You | ||
can obtain the editor here. | ||
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http://www.mapeditor.org/ | ||
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Notes on making maps for Clonepoint: | ||
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- If you want to test your maps quickly, compile Clonepoint with the | ||
-DDEBUG flag to allow you to teleport to the mouse's position with | ||
the middle mouse button. | ||
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- Clonepoint considers all files in the data/ directory with the .tmx | ||
extension as potential maps to load. | ||
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- It is highly recommended that you copy one of the existing maps and | ||
use them as a template to quickly make new ones. template.tmx contains | ||
all entities you need to copy into other maps as well. | ||
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- Don't make a map called template.tmx - Clonepoint discards this as | ||
a potential map to load. | ||
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- Clonepoint only loads entities and collision volumes if they are in | ||
the correct Object Group. | ||
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- There are no "collision" tiles, but collision volumes. To use them, | ||
create rectangles in the "Collision" object group. | ||
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* To make glass volumes, make a collision volume with the type field as | ||
"Glass". Glass volumes can be of any dimension, but the standard I use | ||
is 4 pixels (or 0.25 units) for width or height. | ||
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* To make invisible volumes that only block enemies (used to keep them | ||
from leaving a building and patrolling the end of the map), create a | ||
collision volume with the type field as "GuardBlock". | ||
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- To add other entities with graphics, you can use Tile's "Insert Tile (T)" | ||
feature to add a graphical representation of them in the editor. This is | ||
for your convenience. Clonepoint's level loading function doesn't care | ||
about what graphics you choose, but rather what "type" the object is in | ||
the editor. If an entity you added in the editor is not appearing in the | ||
game, make sure you wrote in the type for the entity and put it in the | ||
right object group. | ||
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- To add guards, circuit boxes, and stairs, add them in the "Entity" object | ||
group. | ||
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* Guards have type "Guard". Enforcers have type "Enforcer". Professionals | ||
have type "Professional". | ||
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* By default, created enemies face left. To make them face right, add a | ||
custom property called "direction" with the value "right". | ||
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* By default, created enemies stand still. To make them patrol, add a | ||
custom property called "patrolling" with the value "yes". | ||
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- To add stairs, add entities with the type "Stairs" in the "Entity" | ||
object group. | ||
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* To create stairwells, just create stairs with the same x position. | ||
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- To create circuit boxes that unlock a particlar circuit in the map, create | ||
an entity in the "Entity" object group with the following names in the type | ||
property. | ||
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* CircuitBoxG - Green | ||
* CircuitBoxV - Violet | ||
* CircuitBoxY - Yellow | ||
* CircuitBoxB - Blue | ||
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- To create a spawn point for the player, add an entity with the type "Player" | ||
in the "Player" object group. Creating multiple spawn points will cause the | ||
player to be spawned in the last point. | ||
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- To add props in the map that serve no gameplay purpose, create them in the | ||
"Props" object group. There are a few names you can write in the type property | ||
to get a valid prop. | ||
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* Watercooler | ||
* Shelf | ||
* Trashcan | ||
* Couch | ||
* Plant1 | ||
* Plant2 | ||
* LightPanel | ||
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- To create objectives in the map, add entities with the type "Terminal" in the | ||
"Objectives" object group. | ||
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* If no Terminals are found, the player can simply go to the exit to complete | ||
the map. | ||
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- To create the subway entrance where the player can exit the map, create an entity | ||
with the type "Subway" in the "Objectives" object group. | ||
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* Creating multiple subways will simply spawn one subway in the last location added. | ||
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* If no subways are found, the player may exit the map by going to the right | ||
boundary of the map. | ||
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- To create linkable objects, create entities in the following object groups | ||
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* RedLinkable - for objects in the Red circuit. | ||
* BlueLinkable - for objects in the Blue circuit. | ||
* VioletLinkable - for objects in the Violet circuit. | ||
* YellowLinkable - for objects in the Yellow circuit. | ||
* GreenLinkable - for objects in the Green circuit. | ||
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- The following linkable objects may be added by writing in the correct name | ||
in the "type" property and adding them in the previous object groups. | ||
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* Alarm | ||
* SoundDetector | ||
* TrapDoor | ||
* Elevator | ||
+ To create elevator shafts, just create Elevators with the same x position. | ||
* Switch | ||
+ To create handscanners, create a switch with a custom property "handscanner" as | ||
"yes". | ||
* VaultDoor | ||
* Socket | ||
* Scanner | ||
* Door | ||
+ By default, Doors spawn closed. To make them spawn opened, create a custom property | ||
"open" with the value "yes". | ||
* SecurityCamera | ||
+ By default, SecurityCameras spawn facing left. To make them spawn facing right, create | ||
a custom property "direction" with the value "right". | ||
* LightFixture | ||
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- To make LightFixtures control other lights, perform the following actions. | ||
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* Create a entity with the "type" property "Light" in the "Lights" object group. | ||
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* Create a "polyline" (press L) object that goes from a LightFixture to the Light | ||
in the "LightLinks" object group. Remember to right click after the link is made to | ||
disable polyline creation. | ||
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- To make lights that are not controlled by a LightFixture, simply create a light in the | ||
"Lights" object group without a LightFixture linking to it. | ||
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* By default, Lights emit light from all angles. To limit the number of angles, create | ||
the custom property "numangles" with the value in degrees. | ||
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- To make linkable objects link to others when the map starts, perform the following action. | ||
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* Create a "polyline" (press L) object that goes from a linkable object to another in | ||
the "Links" object group. | ||
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* Only objects in the same circuit will actually be linked when the map starts. | ||
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* To make a tilemap of graphics in the map, select the "Tile Layer 1" layer. | ||
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* The data encoding for the tile layer MUST be in CSV format. | ||
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* The "firstgid" property of this tileset MUST be 1. Multiple tilesets for a map | ||
are not supported. | ||
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* There are other map properties you can set in the "Map Properties" area. They are: | ||
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* startingupgrades - The number of upgrades you want the player to start with when | ||
upgrading jump power and time to charge jump. | ||
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* startingenergy - The starting energy the player has to perform certain actions. | ||
Currently, the only energy-spending action available is linking between enemy guns. | ||
If not set, starting energy is zero. | ||
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* startingammo - The starting ammo the player has for their weapon. If not set, starting | ||
ammo is zero. | ||
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* timetosniper - The number of seconds the player has after firing their weapon before | ||
the police sniper arrives. If not set, time to sniper is 1 second. |
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Bitstream Vera Fonts Copyright | ||
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The fonts have a generous copyright, allowing derivative works (as | ||
long as "Bitstream" or "Vera" are not in the names), and full | ||
redistribution (so long as they are not *sold* by themselves). They | ||
can be be bundled, redistributed and sold with any software. | ||
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The fonts are distributed under the following copyright: | ||
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Copyright | ||
========= | ||
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Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream | ||
Vera is a trademark of Bitstream, Inc. | ||
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Permission is hereby granted, free of charge, to any person obtaining | ||
a copy of the fonts accompanying this license ("Fonts") and associated | ||
documentation files (the "Font Software"), to reproduce and distribute | ||
the Font Software, including without limitation the rights to use, | ||
copy, merge, publish, distribute, and/or sell copies of the Font | ||
Software, and to permit persons to whom the Font Software is furnished | ||
to do so, subject to the following conditions: | ||
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The above copyright and trademark notices and this permission notice | ||
shall be included in all copies of one or more of the Font Software | ||
typefaces. | ||
|
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The Font Software may be modified, altered, or added to, and in | ||
particular the designs of glyphs or characters in the Fonts may be | ||
modified and additional glyphs or characters may be added to the | ||
Fonts, only if the fonts are renamed to names not containing either | ||
the words "Bitstream" or the word "Vera". | ||
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This License becomes null and void to the extent applicable to Fonts | ||
or Font Software that has been modified and is distributed under the | ||
"Bitstream Vera" names. | ||
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The Font Software may be sold as part of a larger software package but | ||
no copy of one or more of the Font Software typefaces may be sold by | ||
itself. | ||
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | ||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF | ||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT | ||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL | ||
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR | ||
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, | ||
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR | ||
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT | ||
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. | ||
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Except as contained in this notice, the names of Gnome, the Gnome | ||
Foundation, and Bitstream Inc., shall not be used in advertising or | ||
otherwise to promote the sale, use or other dealings in this Font | ||
Software without prior written authorization from the Gnome Foundation | ||
or Bitstream Inc., respectively. For further information, contact: | ||
fonts at gnome dot org. | ||
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Copyright FAQ | ||
============= | ||
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1. I don't understand the resale restriction... What gives? | ||
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Bitstream is giving away these fonts, but wishes to ensure its | ||
competitors can't just drop the fonts as is into a font sale system | ||
and sell them as is. It seems fair that if Bitstream can't make money | ||
from the Bitstream Vera fonts, their competitors should not be able to | ||
do so either. You can sell the fonts as part of any software package, | ||
however. | ||
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2. I want to package these fonts separately for distribution and | ||
sale as part of a larger software package or system. Can I do so? | ||
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Yes. A RPM or Debian package is a "larger software package" to begin | ||
with, and you aren't selling them independently by themselves. | ||
See 1. above. | ||
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3. Are derivative works allowed? | ||
Yes! | ||
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4. Can I change or add to the font(s)? | ||
Yes, but you must change the name(s) of the font(s). | ||
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5. Under what terms are derivative works allowed? | ||
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You must change the name(s) of the fonts. This is to ensure the | ||
quality of the fonts, both to protect Bitstream and Gnome. We want to | ||
ensure that if an application has opened a font specifically of these | ||
names, it gets what it expects (though of course, using fontconfig, | ||
substitutions could still could have occurred during font | ||
opening). You must include the Bitstream copyright. Additional | ||
copyrights can be added, as per copyright law. Happy Font Hacking! | ||
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6. If I have improvements for Bitstream Vera, is it possible they might get | ||
adopted in future versions? | ||
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Yes. The contract between the Gnome Foundation and Bitstream has | ||
provisions for working with Bitstream to ensure quality additions to | ||
the Bitstream Vera font family. Please contact us if you have such | ||
additions. Note, that in general, we will want such additions for the | ||
entire family, not just a single font, and that you'll have to keep | ||
both Gnome and Jim Lyles, Vera's designer, happy! To make sense to add | ||
glyphs to the font, they must be stylistically in keeping with Vera's | ||
design. Vera cannot become a "ransom note" font. Jim Lyles will be | ||
providing a document describing the design elements used in Vera, as a | ||
guide and aid for people interested in contributing to Vera. | ||
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7. I want to sell a software package that uses these fonts: Can I do so? | ||
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Sure. Bundle the fonts with your software and sell your software | ||
with the fonts. That is the intent of the copyright. | ||
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8. If applications have built the names "Bitstream Vera" into them, | ||
can I override this somehow to use fonts of my choosing? | ||
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This depends on exact details of the software. Most open source | ||
systems and software (e.g., Gnome, KDE, etc.) are now converting to | ||
use fontconfig (see www.fontconfig.org) to handle font configuration, | ||
selection and substitution; it has provisions for overriding font | ||
names and subsituting alternatives. An example is provided by the | ||
supplied local.conf file, which chooses the family Bitstream Vera for | ||
"sans", "serif" and "monospace". Other software (e.g., the XFree86 | ||
core server) has other mechanisms for font substitution. | ||
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