@DATABASE "Default" @AUTHOR "Doug Dyer" @(C) "Copyright © 1995 Douglas M. Dyer. All rights reserved." @$VER: amiLights.guide 1.0 (27/11/95) @WORDWRAP @NODE "MAIN" "amiLights Guide" @TOC "MAIN" Welcome to amiLights online documentation @{"Introduction " LINK "Introduction"} So what is this thing? @{"Configuring " LINK "configure"} Configuring the game to your taste @{"Game Rules " LINK "rules"} How do I play? @{"Program History " LINK "history"} History of program modifications @{"Distribution " LINK "License"} So what can I do with the distribution? @{"The Author " LINK "Credits"} Who is this Doug guy? @{"Disclaimer " LINK "Disclaimer"} And what does he mean by Disclaimer? @{B}amiLights@{UB} Copyright © 1995 Douglas M. Dyer. All rights reserved @ENDNODE @NODE "Introduction" "Introduction" @TOC "MAIN" This game served three purposes for me: 1) To experiment with the ClassAct GUI system 2) To provide my user database with a game based on this GUI system before I convert my main applications over (to discover any environment conflicts early and to design a complete application under this system). 3) I like games that run on the workbench Its small, simple, and it comes with source. What more could you want :) The game is based on the handheld game "LightsOut"(TM) by TIGER®. Its a popular tetris-type puzzle game. I got it as a present and immediately thought it would make a cute workbench game. My conversion is not exactly based on the handheld. I generate random puzzles each game, whereas LightsOut(TM) has fixed puzzles. It also has a limited help feature which would not be hard to add. I recommend the game to anyone who likes puzzles. @ENDNODE @NODE "Configure" "Configuration" @TOC "MAIN" The following may be either command line parameters or tooltypes: LIGHTCOLOR=x where x may be 0-255. This is the color used to identify the buttons that are lit. Default is 7. DARKCOLOR=x where x may be 0-255. This is the color used to identify the buttons that are turned off. Default is 0. DIFFICULTY=x where x may be 1-25. This is the complexity of the puzzle. If you select 10, then ten steps (at least) are required to complete the puzzle). Its possible to do better, though. The window is iconifyable by clicking on the third from the left button in the top window border. De-iconify by double-clicking on the new "amiLights" icon on your workbench. @ENDNODE @NODE "rules" "Game Rules" @TOC "MAIN" How To Play: The main window consists of a grid of buttons, two numbers labeled "points" and "score" and two buttons, "New Game" and "Restart Game". Clicking on "New Game" will at any time start a new game by randomly lighting buttons on the grid (this is the main play area). Your job is to TURN OFF ALL THE LIGHTS. You do this by clicking on any button you wish. Clicking on a button will toggle it on or off and it will also toggle its immediate neighbors above, below, left, and right. So if we have the following (with X = lit): O O O X O O O O O and we click on the middle button, the result would be: O X O O X X O X O (notice the lit button in the first example was toggled off). So clicking on a button it affects the buttons around it. A bit of strategy is in order to solve the more complex puzzles. You may find yourself turning on many lights to set yourself up with a solution. Eeach time you click on a button, this counts as a "move". The points field contains the number of points you would score if you turned out all the lights, and of course drops as you expend your moves. If there are three lights, and the points field has 9 in it, and with one click you finished the puzzle, you will be rewarded with 8 points. When the points field reaches zero you can still play, you just won't increase your score when you complete it. Clicking on "Restart Game" will (at any time) restart the puzzle to the beginning of whatever puzzle you happen to be working on. The points field will be reset as well. If you finish the grid, whatever is left in the points box is added to your score when you click on "New Game". The score box may be interpreted as: points gained / games played. Remember: Its ALWAYS SOLVABLE :) @ENDNODE @NODE "History" "History" @TOC "MAIN" v1.0 Initial release @ENDNODE @NODE "License" "Distribution" @TOC "MAIN" amiLights is freely distributable. I retain the copyright for fun, but it is completely free to distribute under the following restrictions: 1) No file is added to the archive 2) No file is modified in the archive 3) No file is removed from the archive If these three conditions are met, you may distribute as you wish. @ENDNODE @NODE "Credits" "The Author" @TOC "MAIN" About The Author: If you like this program, have problems with it (or suggestions) feel free to send me your comments. I may be reached at dyer@alx.sticomet.com. Other programs I have done (for the Amiga) include: windowTiler - arranges windows on the workbench amiCheck - easy checkbook manager easyGuide - a simplistic utility for compiling guide files You may also reach me at the amiCheck support line (voice) at (703) 941-8133 or by snail mail: Doug Dyer 5124 Observation Way Alexandria, VA 22312 @ENDNODE @NODE "Disclaimer" "Disclaimer" @TOC "MAIN" The author will not be responsible for any damage resulting in the use of this program. So if your head exploads from the game, tough! :) @ENDNODE