Official FP Poll: How is Vexed 2.0? (No ending time set)
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Total Votes : 8
Posted: 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)
-Solve (followed by a confirmation)
The finished layout will resemble this:
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" ..
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.
p.s. if all goes on schedule, I will post a level designer file and create a custom level pack called 'Compsci.Ca'
(Q: where is the word ipidooma from? A: I Pulled It Directly Out Of My ***)
Posted: Sat May 29, 2004 2:15 pm Post subject: (No 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.
Posted: Sun May 30, 2004 7:06 am Post subject: (No 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
Posted: Tue Jun 01, 2004 6:18 pm Post subject: (No subject)
Status Update: June 1st, 2004
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.
Posted: Mon Jun 14, 2004 7:44 pm Post subject: (No 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 .
let the games begin
Posted: Tue Jun 15, 2004 5:54 pm Post subject: (No 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
Posted: Tue Jun 15, 2004 6:11 pm Post subject: (No subject)
i confirm that - the compile seems to be faulty, try to recompile the program