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In the Dog House (browser)

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This page is about the browser version of the game. For mobile version, see In The Dog House (mobile).

This game article has a missing or incomplete "Levels" section.

Level sections are a vital part of all game articles. You can help Nitrome Wiki by editing the Levels section of this article!

In the Dog House
Ico doghouse.png
Description
Slide the rooms into place and guide the dog to find his dinner.
Developer
No. of players
1
Total levels
40
Genre
  • Puzzle
Control scheme
  • PC Mouse.png Mouse
Released
Adobe Flash Flash
18 September 2008

In the Dog House, also known as Dog House, is a puzzle game released on September 18th, 2008[1] as a browser game, and on June 7, 2018 on the App Store and Google Play. The player must guide a dog to the bone by moving the pieces of the house.

Controls[edit | edit source]

PC Mouse Left Click.png Click and hold mouse - Move bone or house piece

Levels[edit | edit source]

Incomplete section

This section is incomplete. You can help by adding the missing info.

Level one

The player has to guide a dog through a house, which is broken into chunks, by sliding the chunks around so the dog can go into them. The player has to guide the dog to the kitchen in the house so he can get his supper.

The player does this by placing a bone in places in the house where the dog can get it. It is almost similar to a sliding number puzzle game, of which the player slides the pieces of the house to help make a pathway for the dog to the kitchen using its bone.

Level 1[edit | edit source]

"Drag the rooms to form a path from left to right. Then pick up the bone and put it on the other side!"

First, drag the bone to the kitchen. Move the room with the anywhere wallpaper to the right of the left and right only room. The player has completed level 1.

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Level 2[edit | edit source]

"You don't need a complete path from start to finish. Get the puppy as far as to the sofa, and then make the path to the kitchen."

First, drag the bone to the kitchen. Move the room that can go anywhere to the right of the room with the dog. The dog will take a ride on the elevator and walk to the room with the chair. Then, move both rooms with the anywhere wallpaper above the elevator. The dog will take a ride on a different elevator straight to the kitchen. The player has completed level 2.

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Level 3[edit | edit source]

"Complete the set of stairs to reach the kitchen. Some turn and others slide."

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Level 4[edit | edit source]

"Beware of the cat! He will try to get near you and block your path. If you get stuck, press the reset button in the corner of the screen."

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Level 5[edit | edit source]

"To use the doors, get the puppy to the first door, put the bone by the second door, and the puppy will walk through."

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Level 6[edit | edit source]

"Connect the power box to the gate with the cable, and the gate will open!"

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Level 7[edit | edit source]

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Level 8[edit | edit source]

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Level 9[edit | edit source]

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Level 10[edit | edit source]

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Level 11[edit | edit source]

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Level 12[edit | edit source]

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Level 13[edit | edit source]

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Level 14[edit | edit source]

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Level 15[edit | edit source]

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Level 16[edit | edit source]

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Level 17[edit | edit source]

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Level 18[edit | edit source]

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Level 19[edit | edit source]

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Level 20[edit | edit source]

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Level 21[edit | edit source]

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Level 22[edit | edit source]

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Level 23[edit | edit source]

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Level 24[edit | edit source]

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Level 25[edit | edit source]

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Level 26[edit | edit source]

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Level 27[edit | edit source]

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Level 28[edit | edit source]

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Level 29[edit | edit source]

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Level 30[edit | edit source]

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Level 31[edit | edit source]

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Level 32[edit | edit source]

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Level 33[edit | edit source]

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Level 34[edit | edit source]

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Level 35[edit | edit source]

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Level 36[edit | edit source]

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Level 37[edit | edit source]

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Level 38[edit | edit source]

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Level 39[edit | edit source]

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Level 40[edit | edit source]

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Ending[edit | edit source]

Penguin 1.png This collapsible box contains a spoiler! Use [show] to reveal.

In the Dog House.png

Interactive objects[edit | edit source]

Pieces[edit | edit source]


Hazards[edit | edit source]

  • Cats - Prevent the dog from moving farther.

Scoring[edit | edit source]

Players are scored by the number of moves they take to complete each level (the less moves, the more points are earned).

Glitches[edit | edit source]

  • Sometimes if the player moves the floor rapidly when the elevator is moving, the elevator can become stuck and the dog will float in the air. When this happens, dropping the bone will cause it to fall through spots where there are no room blocks. Placing a vertical room block beneath the elevator makes both elevator and the dog teleport into exact spot. The block above the elevator cannot be moved, since game thinks the dog/elevator is there.
  • Avatars are located in incorrect places in two levels: in level 16, it is found on the right side of the house and in level 17 it is found on the black brick block.
  • In level 28, if the player causes both the dog and the cat to move when adding the door, the dog will stop moving with the cat in the first door since the second cat is blocking the second door.
  • Level 20 is broken and shows level 5 instead of level 20.
  • If the level is restarted when the dog reaches his food bowl, the "Level completed" screen will stay during any level. The screen disappears when going back to menu.

Credits[edit | edit source]

Artwork
Programming
Music

Unused content[edit | edit source]

Unused[edit | edit source]

Content in this section is not used at all in the game.

Symbols[edit | edit source]

Present in the game's files are unused images of a plus sign (+) and a question mark (?). Although these seem as though they are the only unused text, there is actually a lot more that do not have images but Action Script associated with them.

The Action Script for the unused text that have no image appear all the same, with the exception that the word occurrence after None_ but before extends is replaced with, in all caps, the name of the symbol.

Below are collapsible boxes that contain the source, raw, and P code for all unused symbols. Click [show] to collapse the box.

Text_None_APOSTROPHE (Apostrophe (') )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_COLON (Colon (:) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_COMMA (Comma (,) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_EQUALS (Equal sign (=) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_EXCLAMATION (Exclamation mark (!) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_HYPHEN (Hyphen (-) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_PLUS (Plus sign (+) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_QUESTION (Question mark (?) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_STOP (Period (.). A period is called a fullstop in the UK, where Nitrome is from )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}
Text_None_UNDERSCORE (Underscore (_) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}

Sprites[edit | edit source]

A brown box is present in the game, a box that has a brown outline and transparent inside. It is possibly early dimensions for the general size of each room in In the Dog House.

Rooms[edit | edit source]

Incomplete section

This section is incomplete. You can help by adding the missing info.

Found on Simon Hunter's website is a large image of various backgrounds for rooms in Dog House, including some backgrounds that go unused in the final game.

Beta[edit | edit source]

Content in this section had their sprite superseded by another sprite.

Cursors and general room shape[edit | edit source]

Present in the game are very early images of the general shape of rooms and how the cursor would react to being on that room. Notably, the cursor on the image has been drawn on to the image, instead of being an alternate image. Along with this, there are beta images of the cursor.

Rooms appear light blue in colour, with the cursor on them appearing dark blue. The regular level cursor that is not on any room appears light blue.

Accolades[edit | edit source]

Site/Event Year Contest Prize Outcome
Jay is Games 2009 Best of Casual Gameplay 2008 Best Puzzle (Browser games) game of 2008 - Audience Award Nominated - Second place (10.3% of all votes)
Jay is Games 2009 Best of Casual Gameplay 2008 Best Puzzle (Browser games) game of 2008 Nominated

Trivia[edit | edit source]

  • While In the Dog House was released in September 2008, it had actually been finished back in May 2008[2].
  • This is the only premium Nitrome game that did not receive a website upon its release.
    • This is also the second premium game that did not receive a site skin commemorating its release. The first one was 8bit Doves.

References[edit | edit source]

  1. Games at Miniclip.com - Play Free Games on the Wayback Machine (archived 18 Sept 8 ) (no In the Dog House)

    Jay is Games: In the Dog House - Walkthrough, Tips, Review, 18 Sept 8, retrieved 20 Aug 17. (a link to In the Dog House is present)
  2. Game Developer's Blog - Nitrome: In the Doghouse, 19 Sept 8, retrieved 27 Nov 21.