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scavenger
Scavenger is like Lode Runner. You've got to run around gathering
objects while avoiding enemies. You can dig down through some of the blocks
to get at buried objects. After you've collected everything, ladders may
appear. To finish the level you've got to exit through the top of the screen.
If an enemy falls into a dug brick, he is stunned for a while. If the brick
fills in with him in it, he is killed, and he will reappear at the top
of the screen.
This version has a level editor for designing your own levels,
and a graphics editor for drawing your own artwork.
The default
control is with the number pad keys 4-9:
Dig left Move up Dig right
7 8 9
4 5 6
Move left Move down Move right
As of version 1.3 you can remap the controls. In demo mode hit space to get
to the menu, then hit F10 to remap the keys. For each key if you hit escape
the key is unchanged.
- F8
- Skip to next level
- k
- Kill player (useful if he's
trapped)
- ESC
- Exit back to demo mode Pause Pause game
The game
starts up in demo mode, where the game is playing on its own. Some keys
do things:
- F1
- Start game at first unsolved level.
- F2
- Enter animator.
- F3
- Enter level editor.
- F4
- Start game at level 1.
- F8
- Skip to next demo level.
Alt-X Exit game. Space Go to a menu listing the above things.
In
the menu you get the option to change your player name with F5.
- F5
- Change
player name. The F8 key doesn't do anything in the menu, it only works while
the game is demoing. I just put it there for informative purposes.
The color table will switch all around, don't be surprised. The animator
is a lot like Dpaint.
- b
- Pick up brush. Click somewhere in the blowup and
drag an area.
- Shift-b
- Go back to last brush.
- x
- Flip brush in x, or flip
square if no brush in hand.
- y
- Flib brush in y, or flip square if no brush
in hand.
- z
- Rotate brush 90 degrees, or rotate square if no brush in hand.
- Period (.)
- Go to having a single point brush of the current color.
- [
- Select
previous color.
- ]
- Select next color.
- ,
- Pick a color--click somewhere in the
blowup to use the same color as another one you see. Shorthand for this
is clicking left or right mouse button on the large color boxes under the
icons on the center right.
- Alt-1
- Select the background artwork to work on.
- Alt-2
- Select the hero artwork to work on.
- Alt-3
- Select the enemy artwork
to work on.
- Alt-4
- Select the hidden enemy artwork to work on.
- u
- Undo.
- f
- Area fill mode.
- d
- Draw mode.
- v
- Vector mode.
- r
- Rectangle mode.
- ESC
- Exit
back to demo mode.
- Shift-S
- Save out file.
- Shift-L
- Load in last saved file.
- -
- Go to smaller built in brush.
- = (+)
- Go to larger built in brush.
Draw
in the blowup box. Clicking the left mouse button draws with the primary
color (indicated by the square in the color map). The right mouse button
paints with the secondary color. Change the primary by clicking the left
mouse button on the color array, and change the secondary by clicking the
right mouse button on the color array.
Select which box to work on with
the left mouse button, just click on the box.
Copy on box to another by
using the right mouse button and a click-drag- unclick operation.
Change the
color table by moving the RGB sliders. It is sometimes useful to change
the background color (normally the black in the upper left of the color
array) to something besides black. You will be able to see other animation
frames that are normally hidden, such as the dig animation.
This
is for creating your own levels.
- l
- load level (use alt-l to force a load)
- w
- write level (use alt-w to force a write)
- space
- Try the level
- esc
- exit
back to demo mode rightarrow Increase level #
- leftarrow
- Decrease level
#
- `1234567890-=
- Select matching tile type
Left mouse button draws with current
tile type. Right mouse button erases.
You can start writing new levels at
181 if you don't want to write over existing levels.
The order of the tiles
from left to right is: Empty
- brick
- Your hero can dig these
- cement
- These
can't be dug Ladder Rail
- Fakebrick
- You fall through this. The enemies think
it's a normal brick. exitladder These appear after the last object has been
collected.
- Object
- The hero must collect these.
- Enemy
- You can have 0 to
5 of these
- Hero
- Only 1 of these
- Hidden
- This is a place where a hidden
monster might be if you dig there.
- Flashing
- This object is more valuable
if you collect it first.
You've got infinite lives to complete
each level, but after each failed attempt you start all over. Each level
has its own best score. If you beat the level's previous best score, or if
the level hasn't been solved before, a recording of your play will be stored
in the $HOME/.scavenger/level.scl file. It's fun to watch the movies play back
in demo mode. Remember F8 will let you skip levels in demo mode.
- Each object
is worth 250 points.
- The flashing object is worth 8000 points, but you've
got to get it first.
- If you exit the level without trapping any monsters
(the hidden monster doesn't count), you get a bonus of 20000 points.
- If you
exit the level without killing any monsters (the hidden monster doesn't
count), you get a bonus of 10000 points. You don't get both large bunuses
together.
- The time bonus starts at 10000 points and counts down about 100
points every second.
- The hidden monster carries an object that is worth
10000 points. Trap him to get it. Trapping and killing the hidden monster
doesn't harm your bonus-- the whole idea is to find him and kill him.
The hidden monsters are an interesting addition. Try to locate them
where it won't hurt the player. You don't want the player to accidentally
find a hidden monster while trying to dig a pit for an enemy to fall into.
The flashing object adds some more variety. Sometimes it's tricky to get
to the flashing object.
Enemies can pick up normal objects temporarily,
but not the flashing object.
Writing out a level deletes the matching movie,
if there is one.
The $HOME/.scavenger/scavrc file contains
the XWindows key mappings. You can edit this file to change the mappings,
but you've got to know the keycode. Each item is in hex.
The scavrc file can
also be used to create alternate graphics sets. The names:
- background
- hero
- enemy
- hidden
point to .lbm graphics format names. If you want to see other
graphics sets, point these to other ones. If you want to create your own
graphics sets, make a copy of an existing one and put it into your $HOME/.scavenger
directory. You might want to rename it also, but keep the new filename.
Don't include any path, scavenger looks for the file first in the LIBNAME
(see Imakefile & names.h) then in $HOME/.scavenger.
There is also an entry
for slowing the game down:
slowdown=#
where # is 0-4.
slowdown=0 ; normal
slowdown=1 ; 7/8 speed
slowdown=2 ; 3/4 "
slowdown=3 ; 1/2 "
slowdown=4 ; 1/4 "
If you like this game, here's what to do:
- If you have contributed something useful to the Linux community, you can
use Scavenger for free!
- If you are more of a user but money is tight, you
can use Scavenger for free!
- If you're a user but can afford it, you might
consider sending me some money to help me continue to make games for Linux/Xwindows.
Maybe send me $10 or $20 US cash? Or anything you can spare. Thanks!
- If
you create any levels, send them to me!!!!!
- If you create any artwork,
send it to me!!!!!
This is a full working version of the game, not crippled
in any way. You've even got the source to the game. Also all 180 levels are
included. I've put a lot of work into it... it would be nice to get some kind
of reward for it.
Scavenger and the README and DOC files were written
by David Ashley. You can contact me at dash@xdr.com or http://www.xdr.com/dash/.
The X Scavenger home page is at http://www.linuxmotors.com/.
You can always
get the latest version there.
This is my first linux/xwindows contribution
so please be patient with me. Send me ANY and all comments you have, please!
I love to get feedback.
Let's put it under the GNU license, shall
we?
USE THIS AT YOUR OWN RISK!!!! I'm not responsible for any
damage this software may cause.
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