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Tetradrop is a puzzle game.
​The object of the game is to reach the Goal.
The Goal is considered inactive until all Keys in the level are destroyed
​
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Remember to click on the button to download a higher quality version of the Level Map
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Use the mouse pointer as the Player's Character.
​​Move it between the Cells of the level (following the rules) to play
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If you need to move the pointer to perform an action, you can mark the square to remember the position of the Player.
When you intend to move the Player again, cancel the mark
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​Levels are divided in Cells, high 1 cube, which for simplicity we define CU, Cube Unit. 
Character is 1 CU tall
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​You can move freely between White Cells.
The Character always occupies the lowest Cell on which a Block or a Platform is located
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There are different kind of Blocks and Platforms, each with different characteristics. 
They are like walls, you can not overcome them.
​Jumping above them you are able to walk on their surfaces
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You can Walk.
While Walking, you can move the Character to any White Cells horizontally adjacent.
Place the mouse pointer in a compatible Cell to Walk
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Gravity push Character down.
​When the Character is in a Cell that is above of a Cell that contains a Block or Platform, that Character stands still.
When the Character moves into a Cell that is above a White Cell, move the Character 1 CU down,
and repeat the operation until the Character is above a Cell that contains a Block or a Platform
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While applying the Gravity rule, you can Modify the Fall.
After the Character is pushed 1 CU down, you can, once, move the Character 1/2 CU left or right.
​You can Modify the Fall whenever the Gravity rule has pushed the Character 1 CU down
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You cannot move the Character into a Cell that​ would put the Character
out off the game map in the down, right or left directions
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You can move the Character into a Cell that​ would put the Character out off the game map in the up direction.
In that case imagine a projection of the grid of Cells and apply the necessary rules
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You can Jump vertically. 
​
Jumping vertically you can overcome 1 CU​​ or 2 CU
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When you Jump vertically, move the mouse pointer 1 or 2 CU vertically,
​then move the mouse pointer 0 or 1 CU horizontally,
then apply the Gravity rule
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You can Jump horizontally.
Jumping horizontally you can pass 1, 2 or 3 CU
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When you Jump horizontally, move the mouse pointer 1, 2 or 3 CU horizontally,
then apply the Gravity rule
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You cannot Jump vertically and horizontally at the same time.
When you decide to Jump, apply the rule of the vertical Jump or the rule of the horizontal Jump
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When the Character is in a Cell adjacent to a Cell that contains a Block or Platform, you can Hang to that Cell.
From that position you can Jump above the Block or the Platform.
You can apply the Hang rule before the Gravity rule, but you cannot apply the Hang rule after the Gravity rule
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You can Hang only if the Cell you want to Hang has a White Cell above it
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If the Character Walk for a distance equal to or greater than 3 CU,
you can consider the character Running
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While Running you can Jump overcoming up to 3 CU.
While Running you can​
 Jump horizontally passing up to 4 CU
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You can Wall-jump on sides of Blocks and Platforms.
While the Character is Jumping, if a Block or Platform is in a Cell adjacent to the Character,
​before applying the Gravity rule, you can Wall-Jump moving diagonally 2 CU.
If, when you have completed the Wall-Jump movement, the conditions for activating Wall-Jump are satisfied again,
​before applying the Gravity rule, you can perform another Wall-Jump
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To perform a Wall-Jump, move the Character, that is in a Cell compatible ​with the activation condition of the Wall-Jump,
to the second diagonally adjacent Cell, then apply the Gravity rule
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When you Jump on a Block (1), you can perform the Drop (2). 
The Block where you land is destroyed and you get a strong upward push of 5 CU (3)
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After reaching the fifth CU in height, apply the Gravity rule.
After the Drop, 
and only after the Drop, you can apply the Hang rule after the Gravity rule
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While descending after the Drop, by applying the Gravity Rule (and optionally Modify the Fall),
​you can Hang any compatible Block or Platform
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You can not Drop if there is not at least 1 free CU above you.
You can Drop even if there are less than 5 free CU above you,
in that case ​you reach the maximum height possible, and then apply the Gravity Rule
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If you Drop from a height of 7 or more CU,
Drop is considered Super Drop​
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When you Drop, use the tool of the graphic software to cancel the Block you used, 
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then place the Character in a desired compatible Cell
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You can Push or Pull a Block​
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You can move a Block of 1 or 1/2 CU​
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You can not stay in a space between two Blocks​
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You can move a Block only if there is no other Blocks above that one​
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You cannot Pull a Block if there is no a free CU space behind you​
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If you push a Block above a hole for 1/2 CU, it reamain on his postion​
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If you push it beyond its half, it will fall​
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Use the tools of the imagine software to move a Block

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​Here is a list of key combinations that might come in handy​
if you use Paint to play 
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​Blocks

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​
​Standard Block:

This is the standard Block you can find all around the levels.
You can Drop it.
 You can Push and Pull it

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​​Super Hard Block:
This Block is harder then the Standard,
the only way to break it is by a Super Drop.
 You cannot Push or Pull it

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Concrete Sonic Block:
When you Drop on this Block you are pushed at the height of 12 CU. 
​
You can Push and Pull it

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Dark Block:
This Block prevent your path and the movement of other Blocks.
​You
 cannot Push or Pull it, and you can't Drop on it.
​The only way to destroy this Block is using a Bomb

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Massive Dense Block:
You cannot Push or Pull it and neither Drop on it. 
Don't exist any way ​to destroy this object

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Bubble Block:
If you put 3 Bubble Block adjacent (only in a row of three, horizontally or vertically) they vanish all together. 
You can Push or Pull it but you cannot Drop or destroy it


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Heavy Bubble Block
Has the same characteristics as the Bubble Block​.
You cannot Push, Pull, Drop on it or destroy it



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Nailed Loom:
You always found this stricture in mid-air. They are fixed and can not be moved.
Inside these flying casing you can find any kind of Block.
You can interact with them following the rules ​of that kind of Block, except by Pushing or Pulling it

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                          Key Button:
Drop it to activate it. While Key is activated the Block with the same name are activated.
When you Drop on this kind of Block you activate it but you don't receive a upward push, then the Block vanish.
You cannot Push or Pull this Block.
There are two different kind of Key Button, recognizable by a different letter that follow the K in they icon of the object :


 Key Button Standard (K<number>) : It represent the above description 
 
Key Button Squashy (K<number>S) : When you Drop this block you receive a upward push of 5 CU

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Switch Button:
When you Drop this object you don't receive a push.
When you Drop it you activate it and all the related Blocks.
 
When you Drop if it is on it become off. If it is off, it become on.
You can continue to turn on and turn off ​this kind of blocks anytime you want

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Pressure Button:
Like other Button Blocks, this object activate related Block On and Block Off.
A Pressure Button is active as long the Character or an object is placed 
above it.
If you push a Block above a Pressure Button, it is turn on,
​if you pull away that Block, the Pressure Button is 
turned off

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                   Unmagnetized Block:
                              A “m” is not a particular type of Block, but a state that can afflicts all types of Blocks. 
Can be marked with the letter “m” :
Standard Block, that can not be Drop 
Concrete Sonic Block, that can not push you 
Standard Bubble Block, that can not react with others Bubble Block
Bouncer, that can not push you
​Key Button, that can not be activated
Switch Button, that can not be activated 
                          Bomb, that can not be activated
There are two way to restore the power of an Unmagnetized Block : Push a Block under the Massive Ionizer Machine to re-activate it

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Bomb:
When a Bomb explodes, it destroy Blocks that are located at a distance of 1 CU (not diagonally).
​The Blocks that can be destroyed by a Bomb are : Standard Block and Dark Block.
A Bomb has two modes of use: Immediate and Delayed

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​​​Key:

To open the Goal you have to destroy all Keys in the level.
When you Drop a Key you ​don't receive a push and the Block vanish



Structures

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Door represents the starting point of each level.
​Point here the mouse cursor when you start the game

You can always pass sideways Door 
as if it were white grids​​
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To complete a level you have to reach the Gate.
This structure is considered unusable until you manage to destroy all Keys in the level

You can always pass sideways Gate as if it were white grids​
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It is an immovable physical structure.
​You can't go through it but you can walk over it​
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A off Platform is considered non-existent during the game.
Character and Blocks pass through it​
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When you activate a Key Button, all objects related to it (that have the same number) activate.
After activating a Key Button, it disappears
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When you activate a Key Button,
​a related off object becomes on. A related on object becomes off
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While playing, to remember which objects you activated, use the Invert Color command
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Writing around Blocks are purely informative.
Cells that contain text are considered White Cells
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The operation of the Switch Buttons is the same as the Key Buttons with the only difference that,
after being activated, a Switch Button does not disappear.
You can continue to activate a Switch Button and its related objects, any number of times
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The operation of the Pressure Buttons is the same as the Key Buttons.
When an object is above the Pressure Button, it is active.
When no object is above the Pressure Button, it is inactive

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Some objects can be connected by a Circuit. A Circuit is a purely informative objects
and serves to show the common status of all connected objects.
Signs and cables of Circuits are purely informative objects. Cells that contain them are considered White Cells.
​While playing, to remember the status of a Circuit, use the Invert Color command​
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Platforms move continuously in the direction of the arrows. 
The black mark represent the farthest point that the platform can reach.
When you play, you can consider the Platform located in every position within the black marks​​​
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You can always decide in which position a Platform is located.
In this example, while doing the Drop from below, you decide that the Platform is moved to the right, so the jump is not interrupted. 
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While you descend you decide that the Platform is exactly below the Player, 
​so you land on it​
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This springboard push you and other Blocks in the direction of the arrow, for 6 CU vertically and 5 CU horizontally.
You can Push or Pull this object like other Blocks.

If you Walk into it, if you Jump on it or if you Drop it, you will pushed away.
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Bouncer push you vertically in the direction of the arrow for 6 CU.
After reaching the sixth CU you can Modify the Fall, being able to move 1/2 CU left or right each 1 CU down

Bouncer push you horizontally in the direction of the arrow for 5 CU.
After reaching the fifth CU you can Modify the Fall, being able to move 1/2 CU left or right each 1 CU down
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​If a Bouncer push you against a Block or a Platform, you can Hang on it​
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You can Push a Block into ​a Bouncer, it will be pushed ​for 6 CU in the direction of the arrow.
Bouncer can not push a Block if you push only half of that Block 
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Side Barrier prevent your movement from the opposite side of the arrow. You cant move or Drop it​
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You and other Blocks can pass trough this object ​only following the direction of the arrow.
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Side Barriers can be placed in the middle of platforms, ​making possible your passage
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​When a Bomb explodes it destroys all Standard Block and Dark Block within 1 CU
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Bomb explosion hits 1 CU away vertically and horizontally but not obliquely
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If Drop a Bomb to activate it.
When you activate a Bomb you can decide whether to consider it immediate or Delayed
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If you choose Immediate, you get a strong push upward of 5 CU,
after reaching the fifth CU in height, the Bomb explode, then apply the Gravity rule
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If you choose Delayed, put the Character in a compatible Cell, 1 CU near to the Bomb
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When you Push a Bomb into a Bouncer,
the Bomb is thrown and moved to a compatible Cell
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When you Push a Delayed Bomb into a Bouncer,
​after the Bomb has been moved and you have applied all the necessary rules, the Bomb explodes
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When you Push a Bomb into a Bouncer,
and its movement (of 5 CU) is interrupted by an obstacle, the Bomb explodes
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This object generate an infinite number of Bombs, but only one at time.
Until a Bomb generated from this object is on the field you can't receive another one
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A Bomb, using the Gravity rule, is placed in the Compatible Cell under the Bomb Dispenser.
Immediately after that Bomb explodes, spawn another Bomb

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Push a Unmagnetized Block ​under this object to activate its effects
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