title Two and a Half author scorched homepage igorsgames.itch.io color_palette 2 (debug) background_color black text_color lightgrey key_repeat_interval 0.3 again_interval 0.1 (require_player_movement) (run_rules_on_level_start) noaction ======== OBJECTS ======== HansDown #f89c79 #7d6440 #4a2f31 ..0.. .111. 11111 .111. .2.1. HansRight #f89c79 #7d6440 ..0.. ..1.. ..11. ..1.. ..1.. HansLeft #f89c79 #7d6440 ..0.. ..1.. .11.. ..1.. ..1.. HansUp #4a2f31 #7d6440 ..0.. .111. 11111 .111. .1.0. HansChildDown #f89c79 #f8cdcb #7c73b1 #7d6440 #4a2f31 ..01. .232. 33233 .333. .4.3. HansChildRight #f5da16 #f89c79 #7c73b1 #7d6440 .01.. .22.. .233. .23.. ..3.. HansChildLeft #f89c79 #f5da16 #7c73b1 #7d6440 ..01. ..22. .332. ..32. ..3.. HansChildUp #f5da16 #4a2f31 #7c73b1 #7d6440 .01.. .223. 32223 .232. .3.1. MaryLeft #ef9f10 #46c2e3 ..0.. ..10. .110. ..1.. .111. MaryRight #ef9f10 #46c2e3 ..0.. .01.. .011. ..1.. .111. PaulDown #f89c79 #236e33 ..0.. .111. 11111 .111. .1.1. PaulRight #f89c79 #236e33 ..0.. ..1.. ..11. ..1.. ..1.. PaulLeft #f89c79 #236e33 ..0.. ..1.. .11.. ..1.. ..1.. Pauldead #f89c79 #236e33 ..... ..... ..... .111. 11110 PaulUp #f5da16 #236e33 ..0.. .111. 11111 .111. .1.1. ground darkgrey grass GREEN (bg2 darkgreen) Cliff brown WallTown #8F8F8F 00000 00000 00000 00000 00000 (00000 01110 01110 01110 00000) Wood #644d3d #4a2f31 ..00. .0011 0111. 10.0. .000. (..00. .0011 0111. 10.0. .000.) Fire Orange Yellow .0... ..1.. 0.0.. .100. .00.. (Fire2 Orange Yellow ...1. .10.. 001.0 .000. .00..) FireTemp Orange Yellow ...1. .10.. 001.0 .000. .00.. WeakWall #8F8F8F .00.. .000. 00000 0000. ..... (PlayerAlone Blue Yellow 01000 01011 01001 01111 00000 PlayerWithChild Pink Yellow 01000 01011 01001 01111 00000) DeadPlayer #7d6440 #4a2f31 ..... ..... ..... .000. 00001 (Bullet Red) Exit #f0f0f0 #8f8f8f ..... ..... ..0.. ..... ..... explosive #a13715 #ef9f10 ..... .000. .111. .000. .111. Boom0 #f5da16 .00.. 0.000 0.000 0000. .0.0. Boom1 #f5da16 .000. 00000 00000 00000 .000. Boom2 #f5da16 .000. 00000 00000 00000 .000. Boom3 #f5da16 .000. 00000 00000 00000 .000. Boom4 #f5da16 .000. 00000 00000 00000 .000. Boom5 #f5da16 .000. 00000 00000 00000 .000. Child #f8cdcb #7c73b1 ..... ..0.. .111. ..1.. .1.1. ChildDead #7c73b1 #f5da16 ..... ..... ..... ..0.. 0001. boomsmoke black transparent 00001 10011 01100 10000 11111 Smoke1 black transparent 00001 10011 01100 10000 11111 (timer1 transparent timer2 transparent timer3 transparent) target1 Red transparent 11011 11011 11011 11011 11011 target2 Red transparent 10101 10101 10101 10101 10101 target3 Red transparent 01010 01010 01010 01010 01010 indicatorEmpty Red transparent black 11111 22222 22222 22222 11111 indicatorEnd transparent indicatorBoom1 Red transparent black 11111 22022 22022 22022 11111 indicatorBoom2 Red transparent black 11111 20202 20202 20202 11111 indicatorBoom3 Red transparent black 11111 02020 02020 02020 11111 indicatorArrow Red transparent black 11110 22202 22000 22202 11110 indicatorArrowSecond Red transparent black 11011 20222 00022 20222 11011 indicatorArrowTemp transparent cutscene transparent nearriver transparent river blue 0000. 00000 00000 00000 .0000 blood1 red ..... .0... ..... ..0.. ..... blood2 red .0... ..0.. ..00. ..0.. ..... shootzone1 transparent shootzone2 transparent shootzone3 transparent bosslevel transparent (paul red) ======= LEGEND ======= Background = ground or grass PlayerAlone = HansUp or HansDown or HansLeft or HansRight PlayerWithChild = HansChildUp or HansChildDown or HansChildLeft or HansChildRight Player = PlayerAlone or PlayerWithChild Mary = MaryLeft or MaryRight Paul = PaulUp or PaulDown or PaulLeft or PaulRight wall = walltown or cliff (fire = fire2 or fire2) , = grass . = ground o = Walltown u = Cliff (p = PlayerAlone) p = HansDown _ = wood : = weakwall (@ = Crate and Target) (o = Target) E = Exit (1 = healthstart) 1 = target1 and walltown 2 = target2 and walltown 3 = target3 and walltown 9 = blood1 0 = blood2 m = MaryLeft c = Child B = explosive (and wood) ` = indicatorEmpty and walltown ! = indicatorBoom1 and walltown and indicatorEmpty @ = indicatorBoom2 and walltown and indicatorEmpty # = indicatorBoom3 and walltown and indicatorEmpty A = indicatorArrowSecond and walltown $ = indicatorEmpty and indicatorEnd and walltown (> = indicatorArrowTemp) target = target1 or target2 or target3 (timer = timer1 or timer2 or timer3) boom = boom1 or boom2 or boom3 or boom4 or boom5 or boom0 smoke = smoke1 (Danger = Fire or Boom or Smoke) Danger = Boom or Smoke * = Boom5 s = cutscene r = river n = nearriver l = PaulLeft shootzone = shootzone1 or shootzone2 or shootzone3 z = fire and wood (z = shootzone) q = bosslevel ======= SOUNDS ======= (Crate Move 412312) (Boom Create 641667) (Boom Create 87044702) Boom Create 34704108 Fire Create 4852702 explosive Move 86057307 EndLevel 73779909 player CantMove 57197107 (playerwithchild create 61697303) (weakwall destroy 96214902) (showmessage ) (menucursor move 86057307) CloseMessage 42276907 (bomb) sfx0 49071502 (player dies) sfx1 50875704 (child dies) sfx2 72098504 (hint) sfx3 71102906 (weakwall destroy) sfx4 96214902 (fire) (sfx5 4852702) (child rescue) sfx6 61697303 (84235103) (cutscene boom) sfx7 34704108 (gun shot) sfx8 39147102 ================ COLLISIONLAYERS ================ Background Exit, indicatorEnd, river, wood, blood1, blood2 (Bullet) Player, Wall, DeadPlayer, explosive, Child, ChildDead, Weakwall, Paul, Mary, pauldead Fire, FireTemp smoke, boomsmoke target Boom indicatorEmpty, indicatorArrow, indicatorArrowTemp, indicatorArrowSecond indicatorBoom1, indicatorBoom2, indicatorBoom3, cutscene, nearriver, bosslevel shootzone ====== RULES ====== startLoop [boom2 | no boom ] -> [boom2 | boom1] [boom3 | no boom ] -> [boom3 | boom2] [boom4 | no boom ] -> [boom4 | boom3] [boom5 | no boom ] -> [boom5 | boom4] endLoop [boomsmoke] -> [] [boom0] -> [boomsmoke] [boom] -> [boom0] (late [boom5] -> [Smoke1]) [boom wood] -> [boom fire wood] [boom weakwall] -> [boom no weakwall] sfx4 [fireTemp] -> [fire] [fire | wood no fire] -> [fire | wood fireTemp] [smoke | no boom no fire] -> [ | ] [Fire no boom | no Fire] -> [Fire | Smoke1] ([fire] -> [fire] sfx5) late [player Danger] -> [deadplayer Danger] sfx1 late [child Danger] -> [childdead Danger] sfx2 ([> playerAlone | child] -> [> playerWithChild | ]) [> playerAlone | child] -> [> HansChildDown | ] sfx6 [explosive boom] -> [boom3] [explosive | fire] -> [boom3 | fire] [indicatorBoom1] [boom target1] -> [indicatorEmpty] [boom] [indicatorBoom2] [boom target2] -> [indicatorEmpty] [boom] [indicatorBoom3] [boom target3] -> [indicatorEmpty] [boom] late [indicatorArrow indicatorBoom1] [target1] -> [indicatorArrow] [boom4] sfx0 late [indicatorArrow indicatorBoom2] [target2] -> [indicatorArrow] [boom4] sfx0 late [indicatorArrow indicatorBoom3] [target3] -> [indicatorArrow] [boom4] sfx0 left [indicatorArrowSecond | indicatorEmpty] -> [indicatorEmpty | indicatorArrowTemp] [indicatorArrowSecond indicatorEnd] -> [indicatorEmpty] [indicatorArrow] -> [indicatorArrowSecond] [indicatorArrowTemp] -> [indicatorArrow] [ > Player | explosive ] -> [ > Player | > explosive ] ([> PlayerWithChild | Exit] [Child] -> [PlayerAlone | Exit] [Child] sfx6) (cancel) [> PlayerWithChild | Exit] [Child] -> [HansDown | Exit] [Child] sfx6 [> PlayerWithChild | Child] -> sfx3 message I can't carry two kids at once for my leg hurts! I should bring one to safety first. late [Player Exit] [ChildDead] -> sfx3 message You failed to keep the child alive. Please restart the level and try again. late [Player Exit] [Child] -> sfx3 message Hans: I cannot leave the child here, I must rescue every child I find. ([cutscene] -> [cutscene] again) [cutscene] [playerwithchild] [Mary no nearriver | ... | river] -> [cutscene] [playerwithchild] [> Mary | ... | river] [cutscene] [smoke] -> win late [cutscene] [player nearriver] -> win left [> PlayerAlone] -> [> HansLeft] right [> PlayerAlone] -> [> HansRight] up [> PlayerAlone] -> [> HansUp] down [> PlayerAlone] -> [> HansDown] left [> PlayerWithChild] -> [> HansChildLeft] right [> PlayerWithChild] -> [> HansChildRight] up [> PlayerWithChild] -> [> HansChildUp] down [> PlayerWithChild] -> [> HansChildDown] left [> Mary] -> [> MaryLeft] right [> Mary] -> [> MaryRight] [Paul Danger] [bosslevel] -> [stationary pauldead danger] [] [pauldead][player] -> win [bosslevel] [paul | no shootzone] -> [bosslevel] [paul | shootzone1] [bosslevel] [shootzone1 | no shootzone] -> [bosslevel] [shootzone1 | shootzone2] [bosslevel] [shootzone1 danger | ... | paul] -> [bosslevel] [shootzone1 danger | ... | > paul] ([pauldead][shootzone] -> [pauldead][]) [bosslevel] [shootzone2 | no shootzone] -> [bosslevel] [shootzone2 | shootzone3] late [bosslevel] [shootzone player] -> [bosslevel] [deadplayer] sfx8 late [shootzone] -> [] ([fire1] -> [fire2] again) ============== WINCONDITIONS ============== Some Player on Exit No Child No ChildDead ======= LEVELS ======= MESSAGE Mary: Could you carry Half to the river, Hans? MESSAGE Hans: Sure, sister. Come on! o,,,,o,,,,,,,,nr,, o,p,,c........nr,, o,,,,o,,,m,,,,nr,, oooooo,,,,,,,,nr,, ,,,,,,,,,,,,nnrr,, ,,,,,,,,,,,nrrrl,, ,s,,,,,,,,nrr,,,,, MESSAGE Hans: Do you know what is at the other side of the river, Half? MESSAGE Half: No, what is it? MESSAGE Hans: It's Fircone town, they are our allies, and actually we owe them this calm morning! MESSAGE Half: Too boring, better tell me how you lost your leg, uncle Hans! MESSAGE Hans: Maybe next time... Hey, Paul! MESSAGE Paul: Hello, neighbour! (sfx7) ................ s........_...... .p....._........ .......BB.B..... ....._B.*B...... .......B.._..... ................ ................ ................ MESSAGE 6:37 am MESSAGE Hans: (wakes up) Holy crap! MESSAGE Hans: It's not a dream! The ammunition depot just blew up! MESSAGE Hans: This can mean only one thing - they betrayed us... MESSAGE The stripe above the level shows the timing of bomb drops (level 1) $`````````!``````A oooooooooooooooooo o....o...........o o....o..._......0E o....o_._._....9.o o......_.1._.....o o.._....___......o p..._____.oo.....o o.........o......o oooooooooooooooooo MESSAGE 6:45 am MESSAGE Hans: This is really bad, I must hurry to make sure Half and Mary are in safety! (level 2) $```````#`@```!``A oooooooooooooooooo o................o p........._......o oo1o..ooo.2._.0..o oooo._..._.......o o..._...9.__.....o o..._.3ooooooooooo o0....__...__....o o.9...._____.....o oooooooooooooooEoo MESSAGE 7:02 am MESSAGE Hans: No doubt, all drops are carefully targeted. MESSAGE Hans: But what kind of a scum put all those flare marks?! (level 3) $!```````````````````A ooooooooooopoooooooooo o..............oc....o o..............o.o...o o........9.ooooo.o...o o....oo.0..o...B.o...o o....o1__._....B.o...o o....oo.___o...B.o...o o.......0__ooooo.....o o.......9......o.....o o..............ooooooo o....................o o....................o ooooooooEooooooooooooo MESSAGE 7:20 am MESSAGE Hans: These fuel barrels are the same ones we provided to Fircone. MESSAGE Hans: For their planes. (level 4) $@```````!```````A ooooooooooooopoooo o.....o..o.......o o..c..o.2o.....9.o o.....oooo.......o o......__..o.....o o......._o.......o o......oB_.0.0...o o.....9___.9.....o o........_9......E o....Boooooooo...o oB.B.BoB1........o oooooooooooooooooo MESSAGE 7:41 am MESSAGE Hans: Most streets are obstructed, but I will find a way out. (level 5) $@``````````!`````A ooooooooooooooooooo o........o.......9o o.....9..o........o o........oB._.....o o......1.o..0_2...o o........oB9.._...o o........:.___....o p...B....o_oooo:ooo o........o.o__B...E ooooooooooooooooooo MESSAGE 7:59 am MESSAGE Hans: I hate it when I can't stop bastards on planes to bomb everything around! (level 6) $#````@`````````!```A ooooooooooooooooEoooo o....o...o........__o p....:...oooo.o..__.o o..1.o...o0__.o.__..o oooooo...o:oooo9_B..o o......2.o...3o_._ooo o.....0.......o____.o o..0.0.._B.___ooooo.o o.09....______o..9..o o....9...__..9..0...o ooooooooooooooooooooo MESSAGE 8:28 am MESSAGE Hans: Outskirts. I'm almost there. (level 7) $#`````@``!`````````A ooooooooooooooooooooo ooo...__..._oo..ooooo oc___1._..__Bo.9.oooo o...........2......co o..9.0..B..0..______o o...9..._______90...o o..3_____...........o o...................o o...................o ooooopooooooEoooooooo MESSAGE 8:53 am MESSAGE Hans: The cliff. I see a kid. This should be Half... (level 8) $#```@```````!``````A ooopooooooooooooooooo u,,,,,,,____1,,,,,,,u u,,,,,,,coB,,,,,,,,,u u,,,,,,,,,,,,,,,2,,,u u,,,,,,,,,,,,,___,,,u u,,,,,,,,______,,_,,u u,,ooooo___,_,,,,_B,u u,,o,c,,,___,,,,,,,,u u,,,_____,,,,,,3,,__u uu,,,,,,,_____Bo,___u uuuuuuuuuuuuuuuuEuuuu MESSAGE Half: You're the hero, uncle Hans! MESSAGE Hans: Where is your mom? MESSAGE Half: That over-the-river man... He punched her... and forced to go with him!.. MESSAGE Half: But I ran away... MESSAGE Hans: Son of a!.. MESSAGE Hans: Stay here, Half! I'll go talk to Paul. MESSAGE 9:00 am MESSAGE Hans: Hey you! MESSAGE Paul: Get lost or I'll shoot! You'll never understand! $!``````````````A q,p,,,,,,,,,,r,,, ,ooo,,,,,,___rr,, ,o1o,,,,___,_,rr, ,ooo,,,,,l,,_,rr, ,,,,,,,,,,,,_,rr, ,,,,,___,,,__,r,, B,,,__,,,,,_,r,,, ,,,_,BB,,,__,r,,, ,,,B,,,,z,,,,r,,, ,,z,z,,,,,z,,,r,, MESSAGE Hans: Rest in peace, my dear neighbour. You were buried right at the place you marked. MESSAGE Mary: Hans! MESSAGE Mary: Did you see Half? MESSAGE Hans: Don't worry, sister, he's safe. MESSAGE THE END