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Jewel Quest Wii: Difference between revisions

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{{#seo:
|title=Wii Homebrew Games (Puzzle) - GameBrew
|title_mode=append
|image=jewelquestwii.jpg
|image_alt=Jewel Quest
}}
{{Infobox Wii Homebrews
{{Infobox Wii Homebrews
|title=Jewel Quest
|title=Jewel Quest
|image=jewelquestwii.jpg
|image=jewelquestwii2.png
|description=A 3 match puzzle game similar to Bejewelled
|description=A 3 match puzzle game similar to Bejewelled.
|author=mcartman
|author=mcartman
|lastupdated=2008/05/22
|lastupdated=2008/05/22
Line 15: Line 9:
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/wiihomebrews/jewelquestwii.7z
|download=https://dlhb.gamebrew.org/wiihomebrews/jewelquestwii.7z
|website=
|website=https://wiibrew.org/wiki/Jewel_Quest
|source=
|source=
}}
}}
'''Jewel Quest''' is a "3-match" puzzle game similar to Bejeweled or other tile-sliding puzzle games. It is played on a 8 x 8 square grid filled with various items like rubies, diamonds, emeralds, gold skulls, and more.  
Jewel Quest is a match-3 puzzle game similar to Bejeweled or other tile-sliding puzzle games.  
 
==Installation==
By default it reads the datafiles from Homebrew/JQuest/ and you need to copy them into Homebrew/JQuest/:
*nbrniv.txt
*plateau1/
*plateau2/
*plateau3/
*plateau4/
*plateau5/
 
Rename the executable to boot.elf or boot.dol and run it (tested by the author with the Homebrew Launcher).
 
==User guide==
Line up at least 3 symbols vertically and/or horizontally to make them disappear, score points, and reveal golden squares.
 
The level is completed when all the golden squares have been revealed.
 
==Controls==
Played with a GameCube controller.
 
A - Select/Deselect the box
 
D-Pad - Move on the game board, Rotate two squares
 
==Known issues==
At the end of the game when you do "Exit" you do not return to the HomebrewLauncher.
 
=== How to create new levels ===
Create a plateauX folder (X being the level number, be careful if the last folder was plateau5 the folder you create must be named plateau6).


== How to creat new levels ==
Copy the background image of the level in the folder and rename the background.png (maximum image size 640x480, 8bits).
# Creat the '''levelX''' directory (where X is the number of the level, caution if the lave level directory is level5 then your directory name have to be level6).
# Copy the background image to the directory previously created en rename it to '''fond.png''' (max size 640x480, 24bits).
# Copy or creat a file '''config.txt''' in this directory and edit this with your options.


;Exemple of the config.txt file:
Copy a config.txt file from one of the other folders into your folder and modify it to match your level.


:fond_x= // Position of x pixels from the top-left of the background
Exemple of the config.txt file:
:fond_y= // Position of y pixels from the top-left of the background
<pre>
:plateau_x= // Position of x pixels from the top-left of the board (each motiv has a width of 30px)
fond_x= // Position of x pixels from the top-left of the background
:plateau_y= // Position of y pixels from the top-left of the board (each motiv has a height of 29px)
fond_y= // Position of y pixels from the top-left of the background
:dragon_x= // Position of x pixels from the top-left of the dragon head
plateau_x= // Position of x pixels from the top-left of the board (each motiv has a width of 30px)
:dragon_y= // Position of y pixels from the top-left of the dragon head
plateau_y= // Position of y pixels from the top-left of the board (each motiv has a height of 29px)
:temps_x= // Position of x pixels from the top-left of the dragon tongue
dragon_x= // Position of x pixels from the top-left of the dragon head
:temps_y= // Position of y pixels from the top-left of the dragon tongue
dragon_y= // Position of y pixels from the top-left of the dragon head
:vie_x= // Position of x pixels from the top-left of the life level
temps_x= // Position of x pixels from the top-left of the dragon tongue
:vie_y= // Position of y pixels from the top-left of the life level
temps_y= // Position of y pixels from the top-left of the dragon tongue
:score_x= // Position of x pixels from the top-left of the score
vie_x= // Position of x pixels from the top-left of the life level
:score_y= // Position of y pixels from the top-left of the score
vie_y= // Position of y pixels from the top-left of the life level
:temps= // time in seconds available for the player to finish the level.
score_x= // Position of x pixels from the top-left of the score
:nbr_motif= // number of item of the level (It has to be as many line as lines "motif=" of your file)
score_y= // Position of y pixels from the top-left of the score
:motif= // used item (0 = Blue head, 1 = Emerald, 2 = Gold, 3 = Saphir, 4 = Red head)
temps= // Time in seconds available for the player to finish the level
:motif= // motif utilisé (0 = Blue head, 1 = Emerald, 2 = Gold, 3 = Saphir, 4 = Red head)
nbr_motif= // Number of item of the level (It has to be as many line as lines "motif=" of your file)
:motif= // etc...
motif= // Motif used (0 = Blue head, 1 = Emerald, 2 = Gold, 3 = Saphir, 4 = Red head)
:nbr_lig= // number of item in height/line (7 here)
motif= // etc...
:nbr_col= // number of item in large/column (7 here)
nbr_lig= // Number of item in height/line (7 here)
:A,A,A,A,A,A,A
nbr_col= // Number of item in width (7 here)
:A,A,A,A,A,B,A
A,A,A,A,A,A,A
:A,A,A,A,A,A,A
A,A,A,A,A,B,A
:A,A,A,B,A,A,A
A,A,A,A,A,A,A
:X,A,A,A,A,A,X
A,A,A,B,A,A,A
:X,X,A,A,A,X,X
X,A,A,A,A,A,X
:X,X,X,A,X,X,X
X,X,A,A,A,X,X
:// This is the board : A = Random Item, X = Not modified, [does not work yet: B = Item bloc (grey)]
X,X,X,A,X,X,X
// This is the board: A = Random Pattern, X = No Pattern, B = Blocked Pattern (grayed out)
</pre>


==Screenshot==
==Screenshot==
[[image:jewelquestwii.jpg]]
jewelquestwii3.png


==Media==
jewelquestwii4.png
'''game similar to Bejeweled'''<br>
<youtube>_RTWl9aTaZ4</youtube>


== External links ==
== External links ==
* Wiibrew - https://wiibrew.org/wiki/Jewel_Quest
* WiiBrew - https://wiibrew.org/wiki/Jewel_Quest

Revision as of 01:46, 4 March 2023

Jewel Quest
Jewelquestwii2.png
General
Authormcartman
TypePuzzle
Version1.0
LicenseMixed
Last Updated2008/05/22
Links
Download
Website

Jewel Quest is a match-3 puzzle game similar to Bejeweled or other tile-sliding puzzle games.

Installation

By default it reads the datafiles from Homebrew/JQuest/ and you need to copy them into Homebrew/JQuest/:

  • nbrniv.txt
  • plateau1/
  • plateau2/
  • plateau3/
  • plateau4/
  • plateau5/

Rename the executable to boot.elf or boot.dol and run it (tested by the author with the Homebrew Launcher).

User guide

Line up at least 3 symbols vertically and/or horizontally to make them disappear, score points, and reveal golden squares.

The level is completed when all the golden squares have been revealed.

Controls

Played with a GameCube controller.

A - Select/Deselect the box

D-Pad - Move on the game board, Rotate two squares

Known issues

At the end of the game when you do "Exit" you do not return to the HomebrewLauncher.

How to create new levels

Create a plateauX folder (X being the level number, be careful if the last folder was plateau5 the folder you create must be named plateau6).

Copy the background image of the level in the folder and rename the background.png (maximum image size 640x480, 8bits).

Copy a config.txt file from one of the other folders into your folder and modify it to match your level.

Exemple of the config.txt file:

fond_x= // Position of x pixels from the top-left of the background
fond_y= // Position of y pixels from the top-left of the background
plateau_x= // Position of x pixels from the top-left of the board (each motiv has a width of 30px)
plateau_y= // Position of y pixels from the top-left of the board (each motiv has a height of 29px)
dragon_x= // Position of x pixels from the top-left of the dragon head
dragon_y= // Position of y pixels from the top-left of the dragon head
temps_x= // Position of x pixels from the top-left of the dragon tongue
temps_y= // Position of y pixels from the top-left of the dragon tongue
vie_x= // Position of x pixels from the top-left of the life level
vie_y= // Position of y pixels from the top-left of the life level
score_x= // Position of x pixels from the top-left of the score
score_y= // Position of y pixels from the top-left of the score
temps= // Time in seconds available for the player to finish the level
nbr_motif= // Number of item of the level (It has to be as many line as lines "motif=" of your file)
motif= // Motif used (0 = Blue head, 1 = Emerald, 2 = Gold, 3 = Saphir, 4 = Red head)
motif= // etc...
nbr_lig= // Number of item in height/line (7 here)
nbr_col= // Number of item in width (7 here)
A,A,A,A,A,A,A
A,A,A,A,A,B,A
A,A,A,A,A,A,A
A,A,A,B,A,A,A
X,A,A,A,A,A,X
X,X,A,A,A,X,X
X,X,X,A,X,X,X
// This is the board: A = Random Pattern, X = No Pattern, B = Blocked Pattern (grayed out)

Screenshot

jewelquestwii3.png

jewelquestwii4.png

External links

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