unhuman Posted November 23, 2010 Share Posted November 23, 2010 (edited) BLOXOTIZ31.zip New compiled versions (XB + EA/5): BloxoTIz-Compiled.zip Probably Final! 31 Levels!! I did not retest each level - but they all worked at some point - so - final unless there's a bug. Stupid edit lost my formatting... Shift 8-3-8 style Easter Egg - You can skip levels by typing a level number and pressing any key at the instruction screen. 2 of the planned levels would not fit in my architecture. Oh well. Pretty close to complete. Not quite sure how much space I have left for improving the Congratulations screen. Basic rules: Get the red block in the green hole. Move around with joystick. O Button = doesn't need a lot of pressure to work X button = requires more weight to work (Vertical block pair) () button - splits your block into 2 parts - press button to swap between the 2 parts. Some buttons only open bridges, some only close bridges, some do both. Some blocks are fragile and cannot support a lot of weight. Alright Owen... If you wanna see what I'm working on for the BASIC contest - here you go.... My port of Bloxorz... The code is now a complete mess - the "split" functionality was tricky to get working since I didn't anticipate that in the architecture... Fortunately I got it to work. Lost track of all sorts of variables - so there's probably a decent amount of unnecessary code in there. But it works and I'm not gonna mess with it any more... -H Edited February 27, 2011 by unhuman Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 23, 2010 Share Posted November 23, 2010 Can't wait to try it out in the morning! Thanks for posting, my friend! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 23, 2010 Share Posted November 23, 2010 This game is a bit out of my realm of understanding... I don't know what to do. =) Perhaps I should read up on the original and determine how to play it... Nice sound effects!!!!! Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 23, 2010 Author Share Posted November 23, 2010 Long story short - get the red block into the green hole. http://www.addictinggames.com/bloxors.html Has better instructions... -H This game is a bit out of my realm of understanding... I don't know what to do. =) Perhaps I should read up on the original and determine how to play it... Nice sound effects!!!!! Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 23, 2010 Author Share Posted November 23, 2010 Nice sound effects!!!!! That's like telling a fat girl she's got a pretty face. Thanks man! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 23, 2010 Share Posted November 23, 2010 HAHAHAH!!!!!!! Dude, I just didn't know how to play the game! =) I feel like an ass now. Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 23, 2010 Author Share Posted November 23, 2010 HAHAHAH!!!!!!! Dude, I just didn't know how to play the game! =) I feel like an ass now. Yep, that was obvious in that you couldn't complete the level in the demo video... And, as to your feeling like an ass - is that somehow different than you're used to? Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 23, 2010 Share Posted November 23, 2010 Touche'. Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 24, 2010 Author Share Posted November 24, 2010 Level 10 works.... Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 24, 2010 Share Posted November 24, 2010 Hey Howie... Favor--- Could you attach a zipped version of the game file? When I copy and paste long code, for some reason it gets messed up.... Happened with Aperture early on too. BTW I read those links you sent me--- very cool game concept... Looking forward to playing it now that I have a fargin idea how to play it. Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 24, 2010 Author Share Posted November 24, 2010 Granted. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 24, 2010 Share Posted November 24, 2010 funky bug on level 2... It started printing numbers and respawning my block off the edge of the play board... Couldn't get back on.... Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 24, 2010 Author Share Posted November 24, 2010 Delete line 431 Guess I had some debugging left in there... funky bug on level 2... It started printing numbers and respawning my block off the edge of the play board... Couldn't get back on.... Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 24, 2010 Share Posted November 24, 2010 Cool!!! Working a bit more cleanly now. I really like the strategy involved here. Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 24, 2010 Author Share Posted November 24, 2010 (edited) Cool!!! Working a bit more cleanly now. I really like the strategy involved here. Yep, and I just dropped a few pounds. Or... Maybe... You've just had a few. Edited November 24, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 6, 2010 Author Share Posted December 6, 2010 (edited) Ok. Level 20 blows me out of ram... Deleting that and it works in BASIC... <deleted busted code> Edited December 7, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 6, 2010 Share Posted December 6, 2010 Why not store the level data as strings instead, use 0-9 as characters? And values beyond 9 just become the ASCII characters above that. That's what I did in Aperture. Adamantyr Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 6, 2010 Share Posted December 6, 2010 Consider each numeric data value is costing you 4 bytes, compared to the single byte a character in a string would cost. Even the added code to process strings is more than compensated for by the gain due to compression. Adamantyr Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 6, 2010 Author Share Posted December 6, 2010 (edited) Consider each numeric data value is costing you 4 bytes, compared to the single byte a character in a string would cost. Even the added code to process strings is more than compensated for by the gain due to compression. Adamantyr Sweet - will try that. I'll then have 2 versions - one that takes numerics for easier dev and then migrate that data over to the "release build". I should write a web-based tool that does this work... But, if this quarters my data size (or comes close, I'll be really well off. Everything would be down to a single DATA statement. If any levels get insane later on and don't fit in a 4 line string, they weren't meant to be anyway! Edited December 6, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 7, 2010 Author Share Posted December 7, 2010 WOW - Level 1 went from 169 bytes (on 2 lines) or 163 (on 1 line) down to 45 bytes. This should help a ton! Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 7, 2010 Share Posted December 7, 2010 (edited) WOW - Level 1 went from 169 bytes (on 2 lines) or 163 (on 1 line) down to 45 bytes. This should help a ton! Yeah, it's much more efficient. Probably a bit of a performance hit, but for level generation that should be fine. It doesn't work so well with values over 100, but with screen data in BASIC we rarely need that. And you can always use two bytes, it's still more efficient than the numeric data. Also, use an Excel spreadsheet to do all the crunching of values into letters if need be... WAY easier that way. Adamantyr Edited December 7, 2010 by adamantyr Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 7, 2010 Author Share Posted December 7, 2010 (edited) WOW - Level 1 went from 169 bytes (on 2 lines) or 163 (on 1 line) down to 45 bytes. This should help a ton! Yeah, it's much more efficient. Probably a bit of a performance hit, but for level generation that should be fine. It doesn't work so well with values over 100, but with screen data in BASIC we rarely need that. And you can always use two bytes, it's still more efficient than the numeric data. Also, use an Excel spreadsheet to do all the crunching of values into letters if need be... WAY easier that way. Adamantyr Yeah - this is GOOD! Switching my reading in code to gosub to a routine to get the next value & increment counter doesn't work... For a single level, my code size went DOWN 47 bytes (but doesn't work yet)! So that's gonna be a huge gain. Also, since I know that the only > single char values I have are characters - I re-base those at 96+VALUE so I can do that (I don't use < 96 for drawing anything). Still a single char for everything. EDIT: Got it working. And I lied. it's a 63 byte savings! Should be even far more dramatic when I get all 20 of my done levels in. EDIT (Again): Spoke too soon (bugs on level 2) - but I'm gonna be happy. EDIT (Again): 152 byte savings now! Edited December 7, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
Opry99er Posted December 7, 2010 Share Posted December 7, 2010 Great stuff man!! That should give you a few more levels. . I'll be DLing and playing tonight. Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 7, 2010 Author Share Posted December 7, 2010 (edited) new version uploaded - see first post. Great stuff man!! That should give you a few more levels. . I'll be DLing and playing tonight. Only if I get it all working. Close. Cruising through level transformation now. Only issue is I need to add multi-line support. oh well. And that's done. Cruising! All 20 levels updated. Savings.... You're not gonna believe this... 4844 bytes! The new data is 26.46% of the size of the old data. CRAZY! Edited December 7, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
unhuman Posted December 15, 2010 Author Share Posted December 15, 2010 Pretty close to done... Updated for your pleasure... Game is probably done - just more effects / congratulations improvements. See first post. Anyone can tell me exactly how many bytes I have left? I could shorten some variable names further. 1 Quote Link to comment Share on other sites More sharing options...
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