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Keys - 1 Player Mode:

Arrow keys move. B: Jump. N: Dash/Action. M: Switch characters. Up: Piggyback. Down: Stop piggyback.

Keys - 2 Player Mode:

Player 1 - Arrow keys move. B: Jump. N: Dash/Action. Up: Piggyback. Down: Stop piggyback.

Player 2 - WASD keys move. R: Jump. T: Dash/Action. W: Piggyback. S: Stop piggyback.

Escape: Back to menu.

If you're having trouble and would like help or are getting stuck, send me an email initials [at] initialsgames.com



Making your own levels for Super Lemonade Factory.

First download the project from here and unzip it.

Download the Ogmo Editor from www.ogmoeditor.com

You'll need to download the Ogmo Editor version 0.918. This project may not work with Ogmo Editor v2.x.

The Ogmo Editor is a free and open source level editor created by Matt Thorson. It will run on Windows, Linux and OSX.

The Ogmo Editor requires Adobe Air. If you don't have Adobe Air installed, download it from Adobe's website.

Once installed, open it up and go to File > Open Project.

Open the file _SuperLemonadeFactory.oep

From here you can open existing levels or create your own. There are three levels included in the project zip file.

You'll see there are the following layers: solids, extraPlatforms, movingPlatforms,BGLayer1,2 & 3, objects, characters and FGLayer1.

Solids: Use this layer to create your base level blocks. Flixel will use an auto-tiling system to create the tiled blocks. On the Flash Level Tester, choose from different level types Warehouse, Factory and Management to change between styles of these blocks.

extraPlatforms: Here you can add extra blocks, large crates, help points. Spikes go on this layer also. You'll notice they snap nicely into the 10x10 grid. Do not place spikes on any other layer.

movingPlatforms: Add platforms to this layer and make a path for them using the Path tool (Hotkey 4). At this stage it is suggested that you only use level1_specialPlatformSmall, level2_specialPlatformSmall & level3_specialPlatformSmall.

BGLayer1: The background layer at the very back of the level. It is suggested you use low (0.1-0.5) parallax values for objects. You can specify a parallax scrolling value by editing the scrollFactor value.

BGLayer2: This layer will be drawn on top of BGLayer1. It is suggested to use scrollFactor values of 0.5 to 1.0.

BGLayer3: This layer will be on top of the other BGLayers and the characters. The scrollFactor will be over-ridden in the game to 1.0.

Objects: Place bottles, sugar bags, small crates and checkpoints on this layer.

Characters: Place characters on this layer. You can specify how fast they will walk using their speed value. Specify their speech bubble by editing their talkString. Specify how far they will walk to the right by placing a path node (Hotkey 4).

FGLayer1: Super foreground objects with scroll factors of between 1.0 and 3.0.

After creating a level, save it as a .oel file. You can load these levels into the Flash game above.

If you have created a level you'd like to see in the game, email the .oel file to initials [at] initialscommand [dot] com.