Computer Science Canada

[FP] Vexed 2.0

Author:  TheZsterBunny [ Fri May 28, 2004 9:58 pm ]
Post subject:  [FP] Vexed 2.0

It is finished. Please disregard all but the latest post (June 14, 2004)

--- Old ---

No, its not done yet.

I've a few posts elsewhere on this topic, but i've decided to compile then and really knuckle down this weekend and get it finished.

First of all, lemme give you a breakdown of the game.

It is based upon Vexed 2.0 for palm. This is the same as Irked 2.0 for PC. I had run out of nice names such as that, so the current working title is Fret 2.0.

The objective of the game is to eliminate all of the coloured/patterned tiles on the board. Pieces are eliminated when placed adjascently to another piece of the same pattern and colour. The user can move blocks left or right, provided there is an empty space (symbolized by an empty space) to either side. Grey bricks are stationary, and coloured bricks respond to gravity, and will fall until there is no longer an empty space beneath them.

The playing board is a 10x8 board, and many levels are played here.

In my game, each tile will occupy the space of 50x50 pixels (making the actual board itself 500x400 px). There is a display as to tabulate the number of vexed blocks of every variety present, an undo command (up to 15 moves), a memory save and load command, and level switchers (can play previously played levels in this and other level packs).

Your ultimate goal is to eliminate all blocks in the most efficient way (least number of moves) possible. Solutions are avaliable at the cost of 2x par points (like golf, more points = bad).

Now, this is NOT the final code, but I would like some input on the game layout.

Game is the playing board
Info provides details such as score, par, level name, levelpack
Counter shows the number of each patterned brick
Navigation has the following buttons:

-Go to first level
-Go back one level
-Choose a level/levelpack
-Go to next level (if current one has been previously completed)
-Go to last unlocked level (if not there already)

-Undo previous move (up to 15 times)
-Load Layout (as a recall point - where tiles are on level, when applicable)
-Save Layout

-Solve (followed by a confirmation)

The finished layout will resemble this:

code:

setscreen ("offscreenonly,nobuttonbar,graphics:767;500,position:truemiddle;center,title: .: Fret 2.0 :.")
drawbox (766, 499, 266, 99, black)
locatexy ((766 + 266) div 2, (499 + 99) div 2)
put "Game" ..
drawbox (766, 20, 20, 79, black)
locatexy ((766 + 20) div 2, (20 + 79) div 2)
put "Navigation" ..
drawbox (20, 273, 246, 499, black)
locatexy ((20 + 246) div 2, (273 + 499) div 2)
put "Counter" ..
drawbox (20, 99, 246, 253, black)
locatexy ((20 + 246) div 2, (99 + 253) div 2)
put "Info" ..


Question #1.
Would anyone like to make suggestions/comments on this layout.
-Please keep the following in mind:
-Designed for slow, 800x600 screens
-Black boxes, locatexy, and put will not be present in final design.

Thanks alot in advance,
without this site, I would not be interested in programming, and would have not learned so many cool commands.

-TheZsterBunny

p.s. if all goes on schedule, I will post a level designer file and create a custom level pack called 'Compsci.Ca'

p.p.s. Irked 2.0 is avaliable as a free download from http://www.ipidooma.net

(Q: where is the word ipidooma from? A: I Pulled It Directly Out Of My ***)
[/code]

Author:  TheZsterBunny [ Sat May 29, 2004 2:15 pm ]
Post subject: 

Status Update : May 29, 2004

Complete level loading (through binary) using type of records.

Added 2 more blocks as to be able to make more complicated levels.

Blocks can be viewn through this attached program.

Level solution interpreter finished.

-Z

Author:  TheZsterBunny [ Sun May 30, 2004 7:06 am ]
Post subject: 

Status Update : May 30, 2004

Finished decyphering the existing code

Finished construction of a converter

Perfected Binary Record Loading

Created Level Browser

Started History Move Tracker

-Z

Author:  TheZsterBunny [ Tue Jun 01, 2004 6:18 pm ]
Post subject: 

Status Update: June 1st, 2004

Very Happy Vexed Technology Test is finished.

The player cannot move at current (i'm lazy).

Controls are as follows:

Space bar - Opens up the level pack chooser
Left/Right Arrows - Moves between levels on the selected pack (seen in title bar)
a+n+s - shows solution to level (not perfect yet, help is welcome)

I've fixed up some of the colors, and changed some of the patterns.

um, thats about it.

Author:  TheZsterBunny [ Mon Jun 14, 2004 7:44 pm ]
Post subject: 

sry for all the posts. i've been waiting for potential input.

--June 14th, 2004--

Its been done for a while now, but i've only managed to bring it home today.

Erm, I've posted the original source because its using multiple turing files anyways.

Note: because of the way it has been constructed, you must unzip before playing.

Controls are simple. Click and drag a box (not grey) into a blank space to either the left or right. It will fall until there are no white spaces below it. when it has stopped, and it is in contact with another block of the same type, it will be removed from the game. be alert, as some blocks must be removed in groups of three.

there are 521 levels in 9 packs, each with a working solution. please note the name of the pack before playing. if it sounds difficult, then it is.

The (L) button, when double-clicked allows the user to select another level pack. The (S) button, when double-clicked presents a solution at the cost of 5 points (like golf, the lower the score, the better). The arrows are pretty self-explanatory (back all levels, back one level, up one level, up all levels). The [R] button resets the level, the [M] button saves the layout, in case of experiments. the save is loaded by pushing the (+) button, and cleared by the (-) button.

For every move you take (moving a block), one point is added to your score. this can be seen in the right panel. try to get a low score.

it is strongly recommended that beginners start with the classic or childrens packs. and after getting uber-leet at the game, progress to the impossible pack.


Oh, and the auto-save function works great.

If anyone can complete the last impossible level, and have a total pack score of 0 or less, send me a screen-shot, and you get 75 bits Smile.

let the games begin

Author:  alikhan [ Tue Jun 15, 2004 5:54 pm ]
Post subject: 

"Zbunny" the game dosent work on my computer
(too bad i was eager to test the game of the legendary "Zbunny")
The environment just crashes in the beggining

Author:  Tony [ Tue Jun 15, 2004 6:11 pm ]
Post subject: 

i confirm that - the compile seems to be faulty, try to recompile the program

Author:  TheZsterBunny [ Tue Jun 15, 2004 7:06 pm ]
Post subject: 

...

works fine for me.

erm, i've included the source in the zip file, "data\source\" and there you will find the original source code. unzip this archive and copy the 'vexed source.t' to where the Vexed 2.0 Exe file is.

Strange, it works fine here and at the school.

can i have some system specs?

-Z

--edit--

hang on, are you guys unzipping everything? i have includes from the data directory. that could be causing your error.

Author:  SuperGenius [ Tue Jun 15, 2004 7:08 pm ]
Post subject: 

I still have an error when I tried your suggestion, but it is slightly different. My system is p4 2.4g 512ram, and so on....

Author:  TheZsterBunny [ Tue Jun 15, 2004 7:24 pm ]
Post subject: 

oh yeah, system requirements:

screen with a resolution of 800x600 or higher

turing 4.05

processor of 800mhz +


I used some of the new 405 commands (Error.Last) so it won't work on previous versions. sorry. keep with the times, dinosaurs!

-Z

Author:  Tony [ Tue Jun 15, 2004 7:48 pm ]
Post subject: 

alright, it works now (including exe) Very Happy

nice game

you didnt' come up with the levels yourself, did you? Thinking

Author:  Paul [ Tue Jun 15, 2004 7:56 pm ]
Post subject: 

nice game, very professional looking. I have 300mhz and it works well for me.

Author:  SuperGenius [ Tue Jun 15, 2004 8:21 pm ]
Post subject: 

I have v. 4.05, but it still wont work for me.

Author:  TheZsterBunny [ Tue Jun 15, 2004 9:07 pm ]
Post subject: 

I've been thinking about this all evening.

How is it that it works on some computers, and not others?

Turing version is the same, file is the same...

could it be some unarchiver conflict?

maybe due to system restrictions?

too tired to think more, any tech support is appreciated

-Bunny

Author:  Tony [ Tue Jun 15, 2004 10:21 pm ]
Post subject: 

well clearly it works... so post the exact error you're getting and we'll try to figure it out

Author:  TheZsterBunny [ Wed Jun 16, 2004 6:55 am ]
Post subject: 

works for me, i get no errors.

I spoke with ali, and after giving him the 405 update, it ran properly- strange considering it is a stand-alone file.

now, my program is designed for 4.05, and not every computer in the school has 4.05 (some not even 4.04). is this a potential problem for the teacher to mark?

-Z

Author:  alikhan [ Wed Jun 16, 2004 1:13 pm ]
Post subject: 

i'm sorry "Zbunny" but you r wrong i told you even yesterday 4.05 did not help at all. i still endup with thw same problem, where the environment crashes and Mad and it gives the same huge message like when you keep pressing "ctrl y" and the environment crashes. if anyone knows the problem can they help out i am very eager to see this game.

Author:  SuperGenius [ Wed Jun 16, 2004 3:24 pm ]
Post subject: 

yes i am also getting the "the enviornment has crashed" error

Author:  Tony [ Wed Jun 16, 2004 3:46 pm ]
Post subject: 

post a screenshot of the environment crash and/or panic.log entry

Author:  omni [ Wed Jun 16, 2004 4:35 pm ]
Post subject: 

Zster, try changing you're zip file name
"[FP]..." -> "FP"
Get rid of the brackets. Uus lazy people that just keep on clicking OK when unzipping a file, will probably get the error. Then when winzip unzips the files are placed in the directory with the name of the original zip file.

Well at least that is what I found out. I had the same problem when handing in my FP.

Author:  SuperGenius [ Wed Jun 16, 2004 5:29 pm ]
Post subject: 

omni's suggestion did the trick for me.

Author:  TheZsterBunny [ Wed Jun 16, 2004 8:37 pm ]
Post subject: 

Thank you,

I was wondering what the error was.

For those of you too lazy to change the zip name:

Author:  SuperGenius [ Wed Jun 16, 2004 9:15 pm ]
Post subject: 

It is a pretty interesting game, and I like your execution of the concept.

Author:  zylum [ Wed Jun 16, 2004 10:35 pm ]
Post subject: 

well looks like zster is going to win the fp contest lol... great job! i've played this game before and the classic pack has the exact same levels as the version i played... i dont know about the others. once again great work

+ 50 bits

Author:  TheZsterBunny [ Thu Jun 17, 2004 7:40 am ]
Post subject: 

Smile zylum, thanks

now all the levels should be the same.

This may be a bit cheap, but i built a converter (in turing) to translate their level packs (C++) into mine (Binary).

so all levels are the same (save for the block pictures).

I did fairly well with this project (exam yesterday), and I plan on improving it this summer (add undo button, pack finish message).

thanks!

-Z

Author:  Boss_Duff [ Thu Jun 17, 2004 12:09 pm ]
Post subject: 

I like it. It's cool. Nice job man! Smile

Author:  alikhan [ Thu Jun 17, 2004 6:24 pm ]
Post subject: 

hey u fixed it great
i think it is pro have been playin for about 30 mins now


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