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Escape from the Funky Factory

A chapter of featherless' digital creative history.

In the summer of 2003 I attended the National Youth Leadership Forum on Technology. In the months leading up to the event me and a group of other attendees created a group called The Developers Alliance. We made a game.

The name of the game was Escape from the Funky Factory. It was a puzzle game.

View the documentation

Screenshot

Screenshot Screenshot Screenshot

Levels

Screenshot Screenshot Screenshot Screenshot

Editors

I made a level editor and data viewer application for use by the team to create levels.

Screenshot

Version history

CURRENT VERSION: v1.0

:::V1.0 to final:::
-Fixed the loading of music so that if the song is already loaded,
  it won't load it again
-Fixed dialog boxes for passwords and high scores
-Random other bugs

:::v0.93 to v1.0:::
-Fixed lasers so they draw BEHING Timmy, not over him.
-Made it so the timers don't count if you're paused.
-Fixed some bugs in the high score system.
-Made it so if you die, the bgmusic doesn't have to reload itself every time.
-Got rid of the enable/disable for the goal obs, it's kinda pointless being in there :)
-Fixed a minor bug in the level editor that was causing the timers and multi-obs to not
  be drawn....It seemed to have something to do with the "turn affected obstacle red"
  thing.....who knows ;)
-Added laser tutorial finally.  Seems I forgot to put it in initially.....
-Made lasers be drawn on top-most layer so that they can be placed over other obstacles now.
-Added conveyor belt and button sound effects.  They are kind of hard to hear :( because if
  the background music is loud, it drowns them out.

:::v0.92 to v0.93:::
-Fixed playlist buffer size: increased it to 64 characters in case you have long song names.
-Added feature to level editor:
 -When you hold control while placing obstacles, it will act as sort of a "paste", by copying
  the last obstacle placed exactly and making a duplicate of it.
-Fixed the cranes at the end of each level so that they reset.
-Added Timers and high scores.  Each level automatically is generated its own high scores file.
 -Highest score is displayed at the bottom of the level while you are playing it.
 -Best scores are automatically logged in and saved to the file.  Keeps track of each person's
  name.

:::v0.91 to v0.92:::
-Added playlist feature so that all songs in the "Music" folder have a chance of being played.
-Made it so when you step on a button, all of the obstacles that it affected turn red.
-Finished fixing all of the tutorial levels with the new hammers.
-Made the button thing ONLY change colors of obstacles if a BUTTON toggled it, timers aren't
  counted.
-Timmy doesn't stop mid-animation when he steps on a crane, he goes to the "standing" position.

:::v0.9 to v0.91:::
-Fixed bug with level increments, it would show the passwords in "Load Custom" mode
-Fixed song loading in between levels in "play custom" mode
-Made LoadSong function reset to the default directory after loading the song
-Fixed AVI Player, set the filtering to linear and made it so it didn't resize the image,
  should look a bit nicer now.
-Fixed font set, yay!

:::v0.85 to v0.9:::
-Added 2 features to the level editor:
 -Made it so the current obstacle you are editing has a semi-transparent white triangle over
  it.
 -Made it so when you delete an obstacle in the list, the other ones keep their settings and
  don't get offset.
-Added SynchAll to the SWITCH trigger

:::v0.8 to v0.85:::
-Added the password system, there are 20 passwords, so it can automatically work for the next
  few levels.
-Suggesting to add some better passwords.......the ones I put in are just completely random,
  we need to think of a bunch of eight letter words :)
-Made the passwords get displayed at the beginning of each level, during the "transition"
  stage, now all we need are pics, ROAR!!!!
-Made the transition screen stay longer (eight seconds, to be exact), or until you hit space/
  escape/enter to skip out of it.
-Fixed a bug with the crane where, in Disco mode, it wouldn't change color.......
-Fixed hammer coldet, it was offset on the up/down hammers, on the left side by about 8 pixels
-Screw the above ^^, I had the hammers completely offset to be drawn to 48 pixels instead of
  64 :(.......this means that they were aligned to 1.5 tiles instead of 2, that is fixed
  now however....I'm sorry I didn't notice this earlier, I had to do so much yard work
  the past couple of days, rafgagrfhgf

:::v0.73 to v0.8:::
-New hammers are finally in!! yaaay
 -Collision detection is working great for them
-Made it so that if you hit escape in the "you're dead" screen, the menu pops up
-Spectrum analyzer won't crash if the song isn't playing and you go in to the menu
-Songs repeat now!!
-If you die on any level, you can go right back in to it again from the "you're dead" screen
  this saves a lot of hassle

:::v0.72 to v0.73:::
-Made it so you can quit the menu screen by hitting escape, it was annoying having to always
  hit space to get out :)
-FINALLY fixed the stupid avi intro thing after about 2 hours of staring at the code trying
  to figure out what was missing, turns out I had forgotten to set the texture parameters
  for the filters.
-MUST FIX THE WORD-WRAPPING FOR THE REST OF THE TUTORIALS!!!!
-Fixed up font.bmp a bit so that it's easier on the eyes.
-Need to add thing for obstacle copying/pasting and remembering the state of the last obstacle

:::v0.71 to v0.72:::
-Got rid of options screen, I didn't like it
-Temporary cheat codes are just set by hitting keys.
 -The only cheat so far is Disco mode, which is set by hitting "D".
 -Cheats only work INGAME
-Made Tutorial mode, complete with 8 levels that introduce you to the gameplay and all the
  obstacles.
-Fixed mouse bug in the level editor so you only have to click once now, and not have to
  click twice all the time.
-Fixed lasers so their images don't reset
-Added in-game menu
-Added Spectrum Analyzer to the in-game menu.
-Got rid of options screen totally, I didn't like it :)
-Made it so the animations do NOT move on the conveyor belts, so Timmy doesn't moon walk
  while on the conveyor belt.
-Fixed ALL the obstacle's toggle code, so we don't have to worry about it anymore.
-Note: There IS a debugger in the level editor, just hit enter.
-Added buttons that you can press in the menu of the level editor.
-Debug mode shows the ID value of the object you're editing.
-Holding shift while in debug mode will show the tile pos, not the pixel pos.
-You can reset the bmp pictures and also the "Next Level", mid-edit in the level editor.
-Saved a bit in the multi-obs's code (no pun intended).
-Fixed Timmy's stopped animation so that when he stops, he stops on the right animation
  and doesn't stop midstride.
-Made it so you can't make Timmy turbo-walk by holding up/down/left/right at the same time.
-Fixed the arrows in the level editor so you can't click two at the same time.
-You can right click now on the timers so that you don't have to zoom past the values.
 -Right clicking makes the value increment only by one value.
-Added an "Offset" value to the timers, making it possible to offset when things turn on
  and off.

:::v0.61 to v0.71:::
-Added random sound track order between the three songs we have so far....
-Timed the TMA sound just right....I think
-Added AVI Code
-fixed slight bug in conveyor pics
-changed goal pic (changed settings in obstacle.cpp to accomodate)
-made prog more dependent on SCREENX and SCREENY, instead of hardcoded 800x600
-fixed pressing-shift-doubles-speed bug (more or less)
-official levels are now complete up to level 08 (fully tilemapped, linked together, etc)
-new tilemaps included
-tweaked collision code for smoother changes of direction

:::v0.5 to v0.61:::
-Cleaned up code
-Was whipped by Dav *sob*

:::v0.4 to v0.5:::
-Sped up the obstacles so they don't move like slugs
-Put frame limiting in the level editor
-Added bg music (Finally!!)
-Centered the conveyor belt
-Added -win thing to level editor
-Added dying screen
-Fixed misc bugs I found

:::v0.3b to v0.4:::::
-Added Credits, may be missing some people however....
-Fixed timers and found a way so that I won't need to modify the
  save structure now.
-Added title screen *yay*
-Added one crane animation so that the crane goes up before moving
  over to the destination.
-Fixed crane speed for computers running 110-170 fps.
-Added SetFace command so I could modify the timer without having
  to remake the save structure.
-Added Timer obstacle
 -Allows you to select an object to toggle
 -Also allows you to set the delay, so you can have something toggle
 -Every few milliseconds, or every few seconds, whichever you choose
-Not perfect yet, the only way to make it completely perfect is by
  modifying the save structure, so I might have to do that in
  a bit.
-Fixed one bug with the multi-obs where if you deleted the object
  that it was pointing at and then went back to change the
  multi-obs, it would crash.  Now it doesn't.
-Fixed above bug that was similar for all obstacles that pointed at
  something (button, timer, multi-obs)
-Fixed a LITTLE TINY BUG that was causing a BIG problem :)
  It was with the multi-obs, I didn't put a parenthesis in the
  equation for finding the value of the third obstacle, so
  sometimes, the equation would not work correctly.


:::v0.3a to v0.3b:::::
-Added command so that if you hold control when placing a tile,
  it sets the tile to the last set value (from either
  Fill Grid, or Fill Area)
-Added fps-indy code to the turntables so if you're like me, and
  get 200+fps, you don't spin in to the ground at mach 5.
-Fixed cranes so they only go a few tiles above the destination,
  making it look a bit more realistic.
-Finally updated the version number in the save files :)


::::v0.3 to v0.3a:::::
-Fixed bugs with cranes:
 -Now when the crane drops you off, you can keep moving.
-Fixed character animations, so that you don't glide everywhere
-Fixed FPS-indy code, again :)
-Modified the Object map so Dav and mine pix are gone
-Made it so crane runs appx same speed on all computers
 -If your puter gets low fps (70 and below), the crane moves faster
  to make up for the speed
 -If your puter is faster (above 70), then the crane moves slower,
  but smoother because it technically is going faster....if
  you get that at all :)
-Changed bg color on the Level Editor to black
 -As a result, had to give the mouse a white outline.
-Added Area Fill command:
 -Hotkey: T
 -Allows you to select, and fill a certain area of the screen
 -Speeds up fill times, immensely :) (I was getting PO'ed at having
  to click hundreds of times to fill in a little box with tiles)


::::v0.2c to v0.3:::::
-Added cranes
-Dav fixed fps-indy code
-Added features to the level editor including:
 -Hold shift to lock the position of objects to tiles
 -Cranes are very easy to edit and modify
-Fixed bugs in DisDir code (so only one direction can be
  disabled at a time)


::::v0.2b to v0.2c::::
-Added lasers
-Made it so multi-obs can have either 2 or 3 obstacles being pointed to
-Fixed some bugs in drawing and deleting code
-Fixed misc. bugs all over the place.

License

All source code is licensed Apache 2.0.

A chapter of featherless' digital creative history.

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