Index:
A) Licensing
B) Exporting
C) Creation of Levels

For installation, please read the included INSTALL file

A) ========== LICENSING ===============

Please read the file LICENSE for information about Licensing this software.

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    See attached LICENSE file for details

    In case of doubt, Austrian law applies.

B) ========== EXPORTING ===============

This program may be exported to ALL countries, as long as the following
guidelines is followed:
   *) The GNU General Public License is backed up by local law
   *) The program and/or its content does not violate local law.
   *) Neither the Programm nor any of its files are used
      for any war-like purpose. (Country of origin is Austria; our local
      law does not allow to export products that support war).


C) ========== CREATION OF LEVELS ===============

see also http://www.blinkensisters.org/wiki/index.php/Simple_Level

You can create your own levels with a text editor. A level consist of a 

Config-File: e.g. level1.conf
-----------

These are simple "Variable-assignments", you define the following levels:

# a background picture (jpg or bmp format, put the file in the GFX directory) 
bg=level1.jpg
# a background music (ogg Format, put the file in the SND directory)
snd=menuMusic.ogg
# Pictures of the tiles, predefined are now: bathtiles.bmp and weirdtiles.bmp
tiles=bathtiles.bmp
# the level data file (how does the level look like (see below))
leveldata=level1.dat
# The time in which the level must be solved (in seconds) (0 = no time limit)
leveltime=90

Data-File, e.g. level1.dat
---------

This is a text file which looks like something like this:

1                         1
1                         1
1                         1
1                         1
1     # B            C #  1
1   11111           1111111
1                         1
1+  ##  A           C   - 1
111111111111111111111111111

Every character is a tile of 32x32 pixels in size. The
characters have the following meanings:

+ ... Start point. Here starts the player (Blue)
- ... End point. After collecting the pixels, the player must arrive here.
      (Red = not all pixels collected / Green = Player can exit)

# ... A pixel. You have to collect all pixels to solve the level.
P ... A power pixel. Must be collected; scares blue datenkraken away
* ... A bonus live. 
$ ... Ponus points

A ... Monster (the brown Datenkrake)
B ... Monster (the blue Datenkrake)
C ... Monster (the yellow Datenkrake)
D ... Monster (the Eye-Monster)
E ... Monster (the Buggy)

1-9 ... diffent wall types / availability depends on the tiles-setting in config

NOTE: Do NOT use tabs; always use spaces!
