#include <std_disclaimer.h>

   "I do not accept responsibility for any effects, adverse or otherwise, 
    that this code may have on you, your computer, your sanity, your dog, 
    and anything else that you can think of. Use it at your own risk."
								By Shawn Hargreaves
*(Thanks)*

Thanks to Niel Roy, His high activeness in the now removed Allegro Game Programming mailing list,
he helped alot, not direct, but indirect when I read his answers to other new allegro users.
I also took the tile graphics and character animation from his site.

Thanks to all of you who visited my site, according to Allegro.cc I got over 50 visitors
and according to Geocities, the visitors from Allegro.cc is abit over 150 :)

Thanks to all of you who also, not only visited my site, downloaded and tried the game, I dont
know who you are, but seeing that people downloads the game adds lots to the funfactor while
writing it.

I must also thank William Sams, for writing to the opinion section, and gave me a quite high
number also, Thanks.

*(A little about me and the game it self)*

This program is written and maintained by Johan "Silver" Arvidsson.
So, just a little information.

This game is something that I code on my spare time to learn more about handling C++.
I'm quite new to the codeing part, and self educated. So completing this project will take
some time.

So far I built a Mapeditor to create, view, change the maps of the game. That was the easy part.

Now Im working on the game it self, the basic walking/jumping routines, and I think Im getting it
to work better and better right now. Hopefully, I can implement better routines later on. But
this works, and fullfill my needs at the current time.

At the moment I dont think you can walk through the tiles, in the last released version you could sometimes
walk through the tiles. I hope I managed to take care of that matter.

The brown pixel dropping on the screen AINT caused by my programming, but to my lazyness fixing the current
background tiles, the grass tile has a two brown pixels showing. I'll take time to fix that later.


*(GAME Controls)*

LEFT ARROW KEY		Move Left
RIGHT ARROW KEY		Move Right
Space			Jump
Ctrl			Fire
ESC			Exit the game

*(EDITOR Controls)*

*IMPORTANT*
The mapeditor DOES NOT let you choose what filename to save to, this is going to be implemented later.
So at this point, all the maps you're saving or loading is going to be refered to as MAP1.DAT.
If you try to load a map, and MAP1.DAT does not exist, the editor crashes. Fun :).

If you have removed any of the maps, i.e map1.dat, the game gonna crash on startup, since it cannot find the map.
So recreate a map, rename it to the missing maps name, and the game works again.
*END OF IMPORTANT NOTICE*


Most of the controls should be explained in the editor, And I have hard trouble
remebering every control I implemented to it. So there's probebly lots of weird keysettings
from the prehistoric age.

At the "Main menu"

F1	Editor Mode
F3	Monster Placement Mode
F5	Save Map
F8	Load Map
F10	Exit

At "Monster Placement Mode"

A		Scroll Tile up
Z		Scroll Tile down
Left Mouse B	Place Tile
ESC		Leave mode
Arrow keys	Scroll map

At "Editor Mode"

Here you use the mouse to choose tiles.

Highlight the tile of your choise, press Left Mouse Button, and it's choosen, Heureka.
Place the tile in the same manner, go to the map grid, highlight the box of your selection
press, Left Mouse Button to place the tile.

Repeat that step until you got a map ready.

If you rightclick on the mapgrid, you're getting the current tile value displayed
somewhere on the screen. I dont remeber where when writing :)

Arrow keys	Scrolls map
C		Clear map (USE WITH CAUTION, IT CLEARS, WITHOUT ANY QUESTIONS ASKED)
Left Mouse B	Choose or Place tile
Right Mouse B	Displays the TILE value.
ESC		Leave mode

There're probebly some keys I missed, if you find them, you'll probebly notice what it does :)



*(What did I change in this version then.)*

Sound implemented, yay, Enjoy my mighty SFX :)

Enemies fires back. Watch out, they got high firerate.

Player dies if taking to many hits.

Player life is showned on the blue bar, down left of the screen.

Player restarts at the start of the map if she's dead.

Player jumps higher, Noticed it was hard to get up on top on certain tiles.
also this is used to dodge enemy bullets.



*(Things to come in the next release.)*

Player dies when falling of mapedges, should been released already, but Im haveing some
troubles since the game is supposed to scroll up and down also, but it'll come later.

New enemy graphics, a friend is drawing for full.

The sounds is going to be rearranged into dat files.

Support for multiple enemies, instead of 1 / screen it'll be x / screen.

Slow down of the enemy firerate.

Bullet graphics is beeing redrawn and instead of pixels it should be a bullet sprite.






