Robots Are People Too

Robots Are People Too is a side-scrolling platformer with a focus on cooperative gameplay.  It was developed as a final project for CS 32, a software engineering course at Brown University. 

The goal of each level is to get from the start location to the goal (indicated by the four black triangles) while avoiding all the nasty things that get in the way.  Once you beat a level, you will see a silver cog next to that level on the menu.  For an additional challenge, collect all the golden cogs in a level before you reach the goal, which will give you a golden cog on the level menu instead.

Player Movement

In RAPT, the player isn't given any weapons, so the only way to stay alive is to run and jump.

Although the characters can't climb directly up walls, they can jump off walls.  Chaining wall jumps together is a good way to escape upwards.

Sometimes, an obstacle is just too big for one person.  This is where super jumps come in.  One player crouches, launching the other over taller barriers.  The second player can follow.


The players both start at a predetermined start location, indicated by this white beacon. Cogs are there to add a little extra incentive for the truly OCD.  Getting all the cogs is the highest achievement you can earn for a level. The goal is marked by four black triangles.  Both players much reach the goal to complete the level.
Solid tiles cannot be entered by the players at any time. Walls cannot be crossed by the players. One-way walls can be passed through in one direction only.  In this case, the players can pass up but not back down.
Colored walls allow only the player of that color to pass through. Buttons can open or close doors, allowing players or reach new areas.


Spike Ball These spiky balls of pain may not move, but they sure do hurt. Wheeligator Since wheeligators have no eyes, they just roll around on the ground, running over any robots that fall in their path. Popper Poppers love to jump.  They like jumping so much that they don't care where they end up.  So don't try to predict where a Popper is going, just stay out of its way!
Wall Crawler Wall Crawlers are simple creatures that glide along walls.  No one has ever seen one stop, so stay of of their way! Bomber Bombers are flying machines that wreak havoc on everything below them.  Fortunately, these machines are not indestructable.  An impact to the unprotected top side of a Bomber will destroy it.  It would take a *super* strong impact to destroy a Bomber any other way! Riot Gun / Riot Bullets Riot Bullets may look dangerous, but robot armor is strong enough to withstand them.  Who knows, maybe you can figure out ways to Riot Bullets work to your advantage?
Multi-Gun These mysterious orbs do not like to be bothered.  Any robot within a Multi-Gun's range will be shot by white-hot lasers.  Good thing these lasers travel slowly! Doom Magnet These powerful magnets have two sides: one is attracted to red robots, the other is attracted to blue robots.  Doom Magnets are most dangerous when both robots are standing in the same spot! Rocket Spider A freak mutation has granted these giant spiders the ability to shoot homing rockets.  Rocket Spiders' legs are very weak, so they shoot rockets at anything above them as a defensive mechanism.
Hunter Hunters are robots' worst enemies.  These evil creatures feast on nothing but robot flesh.  Hunters only attack when their victim is alone, so when you see a Hunter, stick together with your partner! Stalacbat Stalacbats live on ceilings, remaining perfectly still until an unsuspecting victim comes along.  Be careful when running beneath these creatures! Corrosion Cloud Corrosion Clouds are highly dangerous chemical mixtures that tend to move towards creatures that share their color.  Unlike other enemies, Corrosion Clouds move through floors, ceilings and walls.
Wall Avoider Wall Avoiders are explosive devices specially designed to blow up robots.  Wall Avoider each have four sensors, allowing them to navigate difficult terrain without hitting walls. Grenadier Grenadiers are combat devices engineered for perfect accuracy.  Any robot in a Grenadier's range will be assaulted with deadly grenades. Headache Headaches are mysterious beings that seem to only exist to annoy robots.  Headaches float towards robots of the same color, trying to attach themselves.  An attached Headache will prevent its victim from jumping.  Fortunately, a well-timed jump to the top of a Headache will destroy it.
Bouncy Rocket Launcher These launchers will only shoot at robots with the same color as their body.  They fire deadly Bouncy Rockets, multi-colored projectiles with two colored layers. Only the outer layer is destroyed upon a Bouncy Rocket's first impact with a wall. Shock Hawk These rare creatures are extremely dangerous.  Not only can they see through walls, but they also fly at blazingly fast speeds towards robots of their own color.


View Controls

All new levels start out completely filled with solid tiles, and both the start and goal cells in the center.  You can move around the level by dragging with the right mouse button down, and can zoom in and out with the scroll wheel.  The list box on the left contains all the available editing tools (which you use with the left mouse button).  Click on one to change the current tool.


Walls can be placed on the diagonals within cells and on the edges between cells.  If you're placing one-way walls, the direction of the wall will be determined by the position of the cursor.  Normally walls stop both players, but you can color walls to allow only the player of that color to pass through.  To color one or more walls: first place the walls, then drag over them with the appropriate color (either the Neutral, Red, or Blue tool).


If you link buttons to walls, the walls behave like doors (which players can open and close using the buttons).  To create a door: first place the wall, then place the button, then drag a link from the button to the door using the Link tool.  There are three different types of buttons: Open All always opens all doors it links to, Close All always closes all doors it links to, and Toggle All toggles all doors it links to (open doors become closed and closed doors become open).  Doors can be changed to be initially open using the Open/Close Doors tool.

Moving Objects

Walls, enemies, and other objects can be moved after they are placed.  To move some objects: drag-select them with the Set Selection tool, then drag to move them with the Move Selection tool.  This works for walls, enemies, buttons, and signs.

Rotating Objects

Some enemies have an initial rotation (represented by a big arrow from their center).  This means different things for different enemies.  For example, it defines the initial direction for Bombers and defines the boost angle for Riot Guns.  To change the rotation value: first select the enemies using the Set Selection tool, then rotate their angles using the Rotate Selection tool.

Deleting Objects

Walls, enemies, and other objects can be deleted by drag-selecting them with the Delete Objects tool.

Saving Levels

The levels will be saved to ~/.rapt/levels/ by default, which is where RAPT will look for them.  All *.lvl files in ~/.rapt/levels/ will appear under the "Personal Levels" header in the level selection menu.

Made in 2010 by Evan Wallace, Paul Kernfeld, Justin Ardini, and Kayle Gishen