November 21, 2018, 04:59:01 PM

Author Topic: There Goes A Tenner - Sept Competition entry  (Read 1651 times)

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #15 on: September 11, 2018, 12:56:45 PM »
mmm. let shift the movable objects from the lower map to the upper map. that way they can directly interact and not mess with the guards tracks - sorted :)

Now I need to add a check to the guards that if they hit an object (in their way) then to reverse the direction. that should mean you could push (drop) objects into their path and stop them.... :)

Offline Qube

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Re: There Goes A Tenner - Sept Competition entry
« Reply #16 on: September 12, 2018, 04:40:57 AM »
Looking like a ZX Spectrum game  8) - Nowt wrong with that in my book  ;D
Until the next time...

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #17 on: September 12, 2018, 07:05:43 AM »
 ;D

Working on the 'rewind' function. It's gonna be called 'timeline':


There will be provision for 6 slices with less being available at first - unlocks

I thought that there would be some for of global 'timer' that will 'tick'. each tick being a slice of time on the timeline.
Time could possibly change depending on what is happening?
Or maybe you pick up a 'time' and set it with the UI showing what times have been set?

You press the 'time' button and the timeline appears and when it is pressed you left/right to pick the time you want

Just need to implement it now  ::)

Offline Derron

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Re: There Goes A Tenner - Sept Competition entry
« Reply #18 on: September 12, 2018, 07:15:56 AM »
If actions occupy different "time slots" then you need that information displayed somewhere ...

If you split time slots in "steps" and define "steps" as "actions" ("open lock") then... what about movement? What movement distances are "steps"?


bye
Ron

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #19 on: September 12, 2018, 08:10:58 AM »
sort of something like this:

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #20 on: September 12, 2018, 02:20:38 PM »
not quite sure how it will all operate, but looks like your hacked the central information server...

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #21 on: September 12, 2018, 03:15:11 PM »
and...


Somehow I don't think the system is going to let me in :(

Offline Derron

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Re: There Goes A Tenner - Sept Competition entry
« Reply #22 on: September 12, 2018, 07:48:30 PM »
If actions occupy different "time slots" then you need that information displayed somewhere ...

What I mean was:
"open lock" - "needs 2 time slots" (or 1 for the expert)
"move chair" - "needs 1 time slot" ...

If your actions take varying time, you need to inform the user about the actual value/time needed. If every action took one single time slot then... what about foot steps? Every movement a time slot? every grid moved a time slot ? ...


bye
Ron

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #23 on: September 14, 2018, 03:16:09 PM »


Got it sorted now with full error checking and a timer that makes it more of a challenge. If you don't solve it then you restart.
I also thought that the longer the chain, the better the information would be available (or something like that)

The checking also means that the reverse type of puzzles are also possible.
E.G. the path is already solved plus some extra tiles. These are all randomly rotated. with each click you can rotate a tile. there may be more than one way to solve it...

Either way I'm pleased with the retro DOS/Terminal look :)

Offline BasicBoy

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Re: There Goes A Tenner - Sept Competition entry
« Reply #24 on: September 14, 2018, 03:43:56 PM »
@ iWasAdam

That looks superb!

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #25 on: September 15, 2018, 06:42:08 AM »
thanks for the encouragement :)

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #26 on: September 15, 2018, 10:26:59 AM »
For todays pics of interest, I thought I'd show the current 2 fonts I created for the graphics.

The first one is the ascii set being used for the terminal. this is a 8x8 pixel character set:


The second one is all the graphics being used for the standard blueprint overhead map. This is a 16x16 pixel character set:


You can also see that both character sets are essentially mono, the colors being app driven at runtime.

Offline Steve Elliott

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Re: There Goes A Tenner - Sept Competition entry
« Reply #27 on: September 15, 2018, 10:31:50 AM »
Quote
Either way I'm pleased with the retro DOS/Terminal look :)

Yes, I like that - very authentic.
Windows 10, 64-bit, 8Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #28 on: September 16, 2018, 11:38:38 AM »
Got the 3rd game variant sorted:


This one gives you two nodes that you must try and connect. You do this by rotating the tiles. and there is a countdown just to make things a bit more tense...

Back to the main game code I think ?

Offline iWasAdam

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Re: There Goes A Tenner - Sept Competition entry
« Reply #29 on: September 19, 2018, 03:29:15 PM »
Hard... Hard...!  >:(

Not sure If I will finish this one...