Read the scroll on the first page for instructions... In Chapter 1, Beanie has to find her way to her farm gate. Along the way she meets bad guys, goblins, giants, freaky flowers and animals. There is some combat (there will be plenty in later chapters) but to make it, you need to solve puzzles as well. Initial hint: You can't beat the first bad guys you meet. You need to find a way to get past them. After that, yer on yer own... Also, I suggest you save game regularly, as on the website I get Shockwave crashes sometimes, which I don't get when playing in the offline editor. When giving the save game a name, enter in UPPER CASE, otherwise it will display incorrectly. Chapter 2 is a work in progress... Release Notes: 03/03/2024: hey it's only been ten years since I wrote this and I finally spent an evening trying to work out what was wrong with the Ruffians. Anyway, I'm only aware of one bug now, and that's make sure you talk to the Turtle before you do anything else for it! 31/03/2014: Chapter 1 game play complete, engine is now generally stable. 09/02/2014: General tidyup, fixed the misting issue 03/02/2014: waterfall entry. fixed the slow number displays 02/02/2014: exploding dynamite. yeah. Fluffy Bunny Rabbits. migrated candidates for custom actions impemented custom rules for each turn 31/01/2014: introduced more sophisticated NPC movement and costumes added custom object actions and custom NPC events in CustomRules sorted out the layering issues 29/01/2014: Added cute new fir trees Cleaned up blockiness of player movement - though NPCs still need a lot of work Created CustomRules so you can define scene specific rules, with supporting routines 23/01/2014: - Added Gold Pieces counter - Added Experience Points for killing NPCs - When moving through doors, Custom definitions can say where the player sprite will end up (so that it doesn't get stuck in a no-go zone) - Added some dodgy sound effects during combat - instances of objects can now be assigned a value - player's character is now animated Previous Release Notes: 18/01/14: - implemented readable objects (eg scrolls) - Rearchitected the way objects are tracked, spawned and deleted. - Rearchitected the inventory, with a new Inventory sprite. Simplifies things a lot. - Scene editor released. Handy for designing new scenes, but definitions still need to be manually copied to init scripts 13/01/14: NPCs wait for scenes to be totally drawn before starting to move 12/01/14: re-factored objects so that they spawn like NPCs do added the apple as an example of an object that can be eaten for hitpoints 11/01/14: implemented monster's movement mode = FOLLOW. It only follows when player is within line of sight (ie direct navigable path) refactored all parsing routines to the Parser sprite, and constants to the Constants sprite restart game button now works correctly 10/01/14: implemented prescribed monster paths where movementMode=ROUTE - define variable hitpoint damage per monster type - determine and implement what happens when your hit points = 0 - implement funky "power" bar to display hit points (heart shaped)
My daughter Beanie, who comes up with great ideas for the game. Scratch user PaulRHJT for his very cool track Dream Awake, which I'm using as a soundtrack PaulRHJ offers other great tracks free for people to use. See here: http://scratch.mit.edu/discuss/topic/29071/ For detailed design docs, maps (spoilers), known bugs and to do list, browse here: https://drive.google.com/folderview?id=0B91pCJuAObspOTVDZkt4bC1tTVU&usp=sharing