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 Sokoban
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DtY




PostPosted: Wed Jan 27, 2010 8:18 pm   Post subject: Sokoban

This was my FSE from last year. It's the game Sokoban (the one where you push boxes into holes and win by getting them all).

The levels in Story/ and Default/ were made by me, and really aren't too fun. The levels in KSokoban Levels/ were made by David Skinner, and can be found on his website, or they are in KSokoban.

Included is;
- sokoban.t: the actual game
- levelEditor.t: Program to edit levels
- ksokoban2turing: ruby and shell scripts to convert the levels into the format my program needs. I'd love to tell you how to use it, but I really don't remember. I think you run one, which does one part, and then another does another part. Who knows.

Attached;
- Sokoban.zip: all the files
- editorScr.png: Screenshot of the level editor, the game looks pretty much exactly like this.

---
- The reason there is a really bad introduction is because I noticed at the last minute that if we were making a game we needed an introduction
- If you rename oldimg/ to img/, you can use the original image set I made
- Don't try to load a singe level from the KSokoban sets, if there are more levels than can fit on the screen it will still try to list them all as though they did fit on the screen.

If you want to give me suggestions, I'm open to them, but I probably wont actually change anything at this point.



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SNIPERDUDE




PostPosted: Wed Jan 27, 2010 10:56 pm   Post subject: RE:Sokoban

Just to help you out for the future, most people don't want a console, but a game if that's the description. I had troubles trying to figure the thing out.
DtY




PostPosted: Sun Jan 31, 2010 12:54 pm   Post subject: RE:Sokoban

Yeah, I didn't really feel like putting a lot of effort into the menu, I probably will make a better menu for my project this year.
SNIPERDUDE




PostPosted: Sun Jan 31, 2010 2:45 pm   Post subject: RE:Sokoban

Three things to keep in mind I learned when making a game:

1) People are retarded. If it isn't simplistic enough for them to grasp within the first five minutes, they'll give up.

2) People are lazy. This goes hand in hand with the previous one, people want a short learning curve. One way to counteract long instruction page(s) to read is an interactive tutorial.

3) There are a good many people who look for exploits. Make your code and game absolutely idiot proof.

One year in high school for my ISU I submitted a crossword program, not nearly as cool as some of the others, but using these principals (especially the idiot proofing, made it a challenge for the class) I got the highest marks.
Turing_Gamer




PostPosted: Mon Feb 01, 2010 8:34 am   Post subject: Re: Sokoban

True...

I made a Safe Cracker program as a punishment, and it ended up being shown to my entire class...
SNIPERDUDE




PostPosted: Mon Feb 01, 2010 11:06 am   Post subject: RE:Sokoban

My teacher's idea was that the class would grade your project after you showcase it to the class and talk about it.
Turing_Gamer




PostPosted: Tue Feb 02, 2010 8:26 am   Post subject: Re: Sokoban

It was a punishment task. It wasn't being marked at all.
The teacher gave me extra work because I wasn't doing what I was supposed to be doing.
But the teacher liked my program (and another classmate's) and he showed to everyone, including some other teacher (Tech or not)
The program was a little unrefined but he liked it...
I already posted here -> http://compsci.ca/v3/viewtopic.php?t=22743&highlight=safe+cracker

EDIT: Lol, just looked at the thread and you already commented on it. Didn't change anything though...

P.S. Sorry being off topic

EDIT2: I finally played that game...
Very well done but it was short...
Nice to play when you have little time...
2 thumbs up Exclamation
Prince Pwn




PostPosted: Mon Feb 22, 2010 1:47 am   Post subject: RE:Sokoban

Nice game! + all my bits
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