Log In  


Cart #55015 | 2018-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


This game is only in French.

J'ai créé Paperboy Droid en un weekend pour la POT-AU-JEU Game Jam organisée par At0mium sur le thème de : Faire du neuf avec du vieux ! Paperboy Droid est un remake de Paperboy de Tiger Electronics. Il s'agit du premier jeu que mon papa m'a offert quand j'étais petit. J'ai complètement changé la mécanique du jeu : il faut programmer un droïde qui jouera à votre place en exécutant les actions de votre programme. Le jeu a été réalisé en solo entièrement pendant le weekend de la jam, sans utiliser d'éléments préfabriqués.

Plus d'infos ici : https://notevengames.itch.io/paperboy-droid

4


I like turn-based puzzles and this one looks really nice - but I don't speak French. Could you make an English option please ?


J'ai fait une traduction en anglais, mais pour une raison qui m'échappe je n'arrive pas à la tester.
Ca devrait être bon en gros :s
English translation (not tested thouroughly for lack of time) :

-- paperboy droid
-- by not even games
-- translation by ~firefly~

prog_x = 52
prog_y = 1
ident_width = 4
ident_col = 12
act_col = 10
cond_col = 13
max_instr = 16
ticks = 15
tu_speed = 1

levels = {
 -- level 1
 {
  {1, 0, 0, 0},
  {1, 0, 0, 0}
 },
 -- level 2
 {
  {1, 0, 0, 0},
  {1, 0, 0, 0}
 },
 -- level 3
 {
  {0, 0, 0, 0},
  {0, 0, 0, 0},
  {1, 0, 0, 0},
  {0, 0, 0, 0},
  {1, 0, 0, 0}
 },
 -- level 4
 {
  {1, 1, 1, 0},
  {0, 0, 1, 0},
  {1, 0, 0, 0},
  {0, 1, 1, 0},
  {1, 0, 0, 0}
 },
 -- level 5
 {
  {1, 1, 1, 0},
  {0, 0, 1, 0},
  {1, 0, 0, 1},
  {0, 1, 1, 0},
  {1, 0, 0, 1}
 }
}

tutos = {
 -- level 1
 {
  {"welcome to paperboy droid!", 1, 24},
  {"start by writing a", 1, 31},
  {"program to distribute", 1, 38},
  {"the newspapers in the", 1, 45},
  {"mailboxes.", 1, 52},
  {"< click commands", 38, 8},
  {"to add them", 46, 15},
  {"drag&drop commands", 51, 60},
  {"to move them", 51, 67},
  {"< click the cross", 46, 75},
  {"to delete", 54, 82},
  {"a command and", 54, 89},
  {"the play button", 54, 96},
  {"to execute the", 54, 103},
  {"program when ready", 54, 110},
  {"the droid", 1, 103},
  {"moves here", 1, 110},
  {"level 1: deliver 2 newspapers", 8, 120}
 },
 -- level 2
 {
  {"yeah! you have finished level 1!", 1, 60},
  {"don't get too excited", 1, 67},
  {"it was a tutorial...", 1, 74},
  {"for level 2 you have to", 1, 81},
  {"deliver 5 newspapers", 1, 88},
  {"< to assist you, the", 38, 8},
  {"command repeat", 46, 15},
  {"repeats commands", 46, 22},
  {"that you slide", 46, 29},
  {"inside", 46, 36}
 },
 -- level 3
 {
  {"look who's making progress!", 1, 60},
  {"watch out, in level 3", 1, 67},
  {"there are houses without", 1, 74},
  {"mailboxes. save your", 1, 81},
  {"newspapers!", 1, 88},
  {"< the command 'if'", 38, 8},
  {"allows to test", 46, 15},
  {"if the droid is in front", 46, 22},
  {"of a mailbox.", 46, 29},
  {"nifty, right ?", 46, 36}
 },
 -- level 4
 {
  {"good good but... let's get serious!", 1, 60},
  {"now you'll have to pick up", 1, 67},
  {"piles of newspapers", 1, 74},
  {"to increase your stock,", 1, 81},
  {"but also avoid the", 1, 88},
  {"barriers to avoid ending up", 1, 95},
  {"as a heap of rubbish!!!", 1, 102},
  {"< plenty of new", 38, 8},
  {"commands :)", 46, 15},
  {"the command `if' can", 46, 22},
  {"detect piles of", 46, 29},
  {"newspapers!", 46, 36}
 },
 -- level 5
 {
  {"well... you have come a long", 1, 60},
  {"way. for the last level,", 1, 67},
  {"i'll leave you on your own.", 1, 74},
  {"best of luck!", 1, 81}
 },
 -- fin (6)
 {
  {"many thanks to you !!!", 1, 60},
  {"it's sad but it's over,", 1, 67},
  {"at least for now...", 1, 74},
  {"to follow what i do:", 1, 81},
  {"twitter: @notevengamesfr", 1, 88},
  {"site: https://notevengames.com", 1, 95},
  {"don't hesitate to leave a", 1, 102},
  {"comment, it would make me", 1, 109},
  {"super mega happy!", 1, 116},
  {"hope you enjoyed it, cya....", 1, 1}
 },
 -- echec - journaux (7)
 {
  {"you haven't delivered enough", 1, 60},
  {"newspapers, try again...", 1, 67},
 },
 -- echec - crash (8)
 {
  {"you have destroyed the droid :(", 1, 60},
  {"try again...", 1, 67}
 }
}

english_commands = {}
english_commands["si"] = "if"
english_commands["fin"] = "end"
english_commands["ramasser"] = "pick up"
english_commands["lancer"] = "throw"
english_commands["repeter"] = "repeat"
english_commands["avancer"] = "forward"
english_commands["gauche"] = "left"
english_commands["droite"] = "right"
english_commands["boite"] = "mailbox"
english_commands["journal"] = "newspaper"
english_commands["barrier"] = "barrier"
english_commands["voiture"] = "car"

goals = {2, 5, 5, 10, 10}

function in_box(x1, y1, x2, y2)
 return mouse_x >= x1 and mouse_x < x2 and mouse_y >= y1 and mouse_y < y2
end

function init_level()
 init_play()
 help_data = tutos[lvl]
 mode = "help"
 sfx(5,1)
 help_lock = true
 tutime = 0
 _update() -- update once before draw
 _draw() -- to fill the coord tables
end

function init_play()
 lvl_cur = 1
 next_cur = 1
 d_lane = 0
 d_state = 0
 tick = 0
 play_l = 1
 score = 0
 goal = goals[lvl]
 papers = 5
 lvl_data = {}
 for i=1,#levels[lvl] do
  local data = {levels[lvl][i][1], levels[lvl][i][2], levels[lvl][i][3], levels[lvl][i][4]}
  add(lvl_data, data)
 end
end

function nxt_lvl()
 if lvl < #levels then
  lvl += 1
  init_level()
 else
  the_end = true
  help_data = tutos[6]
  sfx(5,1)
  mode = "help"
  help_lock = true
  tutime = 0
 end
end

function _init()
 poke(0x5f2d, 1)
 palt(0, false)
 palt(15, true)
 the_end = false
 lvl = 1
 wait_unclick = false
 l_coords = {}
 c_coords = {}
 a_coords = {}
 prog = {
 }
 init_level()
end

-->8
function rm_instr(l)
 for i=l,#prog-1 do
  prog[i] = prog[i+1]
 end
 prog[#prog] = nil
end

function remove_instr(l)
 local ident = 0
 local i = l
 if ident_instr(prog[l]) == 1 then
  -- boucle
  while ident >= 0 do
   i += 1
   ident += ident_instr(prog[i])
  end
  rm_instr(i)
  rm_instr(l)
 elseif ident_instr(prog[l]) == -1 then
  -- fin
  while ident <= 0 do
   i -= 1
   ident += ident_instr(prog[i])
  end
  rm_instr(l)
  rm_instr(i)
 else
  rm_instr(l)
 end
 _draw() -- to update coords
end

function find_l()
 for i=1,#l_coords do
  if in_box(l_coords[i][1], l_coords[i][2], l_coords[i][3], l_coords[i][4]) then
   return i
  end
 end
 return nil
end

function find_c()
 for i=1,#c_coords do
  if in_box(c_coords[i][1], c_coords[i][2], c_coords[i][3], c_coords[i][4]) then
   return c_coords[i][5]
  end
 end
 return nil
end

function move_prog_l(old, new)
 if old == new then return end
 local step = 1
 local instr = prog[old]
 if old > new then step = -1 end
 while old != new do
  prog[old] = prog[old+step]
  old += step
 end
 prog[new] = instr
end

function ident_instr(instr)
 if instr[1] == "si" or instr[1] == "repeter" then
  return 1
 elseif instr[1] == "fin" then
  return -1
 else return 0 end
end

function sum_ident(a, b)
 local s = 0
 for i=a,b do
  s += ident_instr(prog[i])
 end
 return s
end

function find_min_l(l)
 local ident = sum_ident(1, l-1)
 while ident > 0 do
  l -= 1
  ident -= ident_instr(prog[l])
 end
 return l+1
end

function find_max_l(l)
 local ident = sum_ident(l+1, #prog)
 while ident < 0 do
  l += 1
  ident -= ident_instr(prog[l])
 end
 return l-1
end

function add_instr(instr)
 if instr == "si" then
  add(prog, {instr, "boite"})
  add(prog, {"fin"})
 elseif instr == "repeter" then
  add(prog, {instr})
  add(prog, {"fin"})
 else
  add(prog, {instr})
 end
end

function play_step()
 if play_l > #prog then
  help_data = tutos[7]
  help_lock = true
  tutime = 0
  sfx(5,1)
  mode = "help"
  return
 end
 local front = lvl_data[lvl_cur%#lvl_data+1]
 if prog[play_l][1] == "fin" then
  local ident = 0
  local i = play_l
  while ident <= 0 do
   i -= 1
   ident += ident_instr(prog[i])
  end
  if prog[i][1] == "si" then
   play_l += 1
  else
   play_l = i
  end
 elseif prog[play_l][1] == "si" then
  if (prog[play_l][2] == "boite" and front[1] >= 1) or (prog[play_l][2] == "journal" and front[2] == 1) or (prog[play_l][2] == "voiture" and front[4] == 1) or (prog[play_l][2] == "barriere" and front[3] == 1) then
   -- true
   play_l += 1
  else -- false
   local ident = 0
   local i = play_l
   while ident >= 0 do
    i += 1
    ident += ident_instr(prog[i])
   end
   play_l = i+1
  end
 elseif prog[play_l][1] == "repeter" then
  play_l += 1
 elseif prog[play_l][1] == "gauche" then
  d_lane = 0
  play_l += 1
 elseif prog[play_l][1] == "droite" then
  d_lane = 1
  play_l += 1
 elseif prog[play_l][1] == "ramasser" then
  if d_lane == 0 and front[2] == 1 then
   papers += 5
   front[2] = 0
  end
  play_l += 1
 elseif prog[play_l][1] == "lancer" then
  if papers > 0 then
   papers -= 1
   if front[1] == 1 then
    sfx(3)
    front[1] = 2
    score += 1
    if score == goal then
     nxt_lvl()
    end
   else
    sfx(4)
   end
  end
  play_l += 1
 elseif prog[play_l][1] == "avancer" then
  if (d_lane == 0 and front[3] == 1) or (d_lane == 1 and front[4] == 1) then
   -- crash
   sfx(1)
   d_state = 2
   help_data = tutos[8]
   help_lock = true
   tutime = 0
   sfx(5,1)
   mode = "help"
  else
   sfx(0)
   if front[1] == 2 then
    -- init mailbox for next time
    front[1] = 1
   end
   lvl_cur += 1
   play_l += 1
  end
 end
 if prog[play_l] and prog[play_l][1] == "lancer" and papers > 0 then
  sfx(2)
 end
end

function _update()
 mouse_x = stat(32)
 mouse_y = stat(33)
 clicked = stat(34) % 2

 if wait_unclick then
  if clicked == 0 then
   wait_unclick = false
  end
  return
 end

 if mode == "help" then
  if clicked == 1 and not help_lock and not the_end then
   mode = "code"
   wait_unclick = true
  end
 elseif mode == "play" then
  if clicked == 1 and in_box(22, 81, 30, 89) then
   mode = "code"
   wait_unclick = true
  else
   tick += 1
   if tick == ticks then
    play_step()
    tick = 0
   end
  end
 elseif mode == "code" then
  if clicked == 1 then
   local l = find_l(mouse_x, mouse_y)
   local c = find_c(mouse_x, mouse_y)
   if in_box(22, 81, 30, 89) then
    mode = "play"
    init_play()
    wait_unclick = true
   elseif in_box(41, 73, 49, 81) then
    mode = "remove"
    wait_unclick = true
   elseif c != nil then
    if prog[c][2] == "boite" then prog[c][2] = "journal"
    elseif prog[c][2] == "journal" then prog[c][2] = "barriere"
    elseif prog[c][2] == "barriere" then prog[c][2] = "voiture"
    elseif prog[c][2] == "voiture" then prog[c][2] = "boite" end
    wait_unclick = true
   elseif l != nil then
    mode = "move"
    move_l = l
    move_min = 1
    move_max = #prog
    if prog[l][1] == "fin" then
     move_min = find_min_l(l)
    elseif ident_instr(prog[l]) == 1 then
     move_max = find_max_l(l)
    end
   else
    for i=1,#a_coords do
     if in_box(a_coords[i][1], a_coords[i][2], a_coords[i][3], a_coords[i][4]) then
      add_instr(a_coords[i][5])
      wait_unclick = true
     end
    end 
   end
  end
 elseif mode == "move" then
  if clicked == 0 then
   mode = "code"
  else
   local l = flr((mouse_y - prog_y) / 8) + 1
   if l < move_min then l = move_min
   elseif l > move_max then l = move_max end
   move_prog_l(move_l, l)
   move_l = l
  end
 elseif mode == "remove" then
  if clicked == 1 then
   local l = find_l(mouse_x, mouse_y)
   if l != nil then
    remove_instr(l)
   end
   mode = "code"
   wait_unclick = true
  end
 end
end

-->8
function draw_ident(l, ident)
 for i = 1,ident do
  local x = prog_x+(i-1)*ident_width
  local y = prog_y+(l-1)*8-1
  rectfill(x, y, x+ident_width-2, y+9, ident_col)
 end
end

function r_rect(x, y, w, h, col, a, b, c, d)
 -- a b
 -- c d -> 0 = round, 1 = sharp
 rectfill(x+1, y, x+w-2, y+h-1, col)
 line(x, y+1-a, x, y+h-2+c, col)
 line(x+w-1, y+1-b, x+w-1, y+h-2+d, col)
end

function draw_instr(l, ident, instr)
 local txt, col, nident
 local a, b, c, d = 0, 0, 0, 0
 local cond = nil
 nident = ident
 if ident_instr(instr) == 1 then
  if instr[1] == "si" then
   txt = "if "..english_command[instr[2]]
   cond = instr[2]
  else
   txt = english_command[instr[1]]
  end
  col = ident_col
  nident += 1
  c = 1
 elseif instr[1] == "fin" then
  txt = "end"
  col = ident_col
  a = 1
 else
  txt = english_command[instr[1]]
  col = act_col
 end
 local box_x = prog_x+ident*ident_width
 local box_y = prog_y+(l-1)*8
 local box_w = #txt*4+4
 r_rect(box_x, box_y, box_w, 7, col, a, b, c, d)
 nl_coords[l] = {box_x, box_y, box_x+box_w, box_y+7}
 if instr[1] == "fin" then
  line(box_x, box_y-1, box_x+ident_width-2, box_y-1, ident_col)
 end
 if cond != nil then
  local cond_w = #cond*4-1
  local cond_x = box_x+box_w-cond_w-3
  r_rect(cond_x, box_y, cond_w, 7, cond_col, 1, 1, 1, 1)
  add(nc_coords, {cond_x, box_y, cond_x+cond_w, box_y+7, l})
 end
 print(txt, box_x+2, box_y+1, 0)
 return nident
end

function sprs(c, r, w, h, x, y)
 for i=0,w-1 do
  for j=0,h-1 do
   spr((r+j)*16+c+i, x+i*8, y+j*8)
  end
 end
end

function draw_bg()
 sprs(0, 12, 6, 4, 1, 95)
end

function draw_ft()
 local front = lvl_data[lvl_cur%#lvl_data+1]
 local back = lvl_data[(lvl_cur+1)%#lvl_data+1]
 if back[1] == 1 then spr(9, 19, 99) end
 if front[1] == 1 then spr(8, 0, 113) end
 if front[1] == 2 then spr(20, 0, 113) end
 if back[2] == 1 then spr(18, 30, 101) end
 if front[2] == 1 then spr(19, 20, 116) end
 if back[3] == 1 then spr(4, 29, 96) end
 if front[3] == 1 then sprs(5, 0, 3, 1, 10, 109) end
 if back[4] == 1 then spr(3, 40, 98) end
 if front[4] == 1 then spr(2, 35, 110) end

 if mode == "play" and prog[play_l] and prog[play_l][1] == "lancer" and papers > 0 then
  d_state = 1
  if d_lane == 0 then
   spr(13, 8, 113)
  else
   spr(13, 17, 114)
  end
 end
 if d_lane == 0 and d_state == 0 then spr(10, 16, 117)
 elseif d_lane == 0 and d_state == 1 then spr(11, 16, 117)
 elseif d_lane == 0 and d_state == 2 then spr(12, 21, 112)
 elseif d_lane == 1 and d_state == 0 then spr(10, 32, 117)
 elseif d_lane == 1 and d_state == 1 then spr(11, 32, 117)
 elseif d_lane == 1 and d_state == 2 then spr(12, 34, 113) end
 if d_state == 1 then d_state = 0 end
end

function draw_instr_btn(instr, x, y)
 local col
 if instr == "si" or instr == "repeter" then
  col = ident_col
 else
  col = act_col
 end
 local box_w = #instr*4+4
 r_rect(x, y, box_w, 7, col, 0, 0, 0, 0)
 add(na_coords, {x, y, x+box_w, y+7, instr})
 print(english_commands[instr], x+2, y+1, 0)
end

function _draw()
 cls()
 hand = false

 print("program", 91, 2, 7)

 if mode == "code" or mode == "help" then
  if #prog < max_instr then
   print("add:", 2, 2, 7)
   na_coords = {}
   draw_instr_btn("lancer", 2, 8)
   draw_instr_btn("avancer", 2, 8*2)
   if lvl >= 2 then
    draw_instr_btn("repeter", 2, 8*3)
   end
   if lvl >= 3 then
    draw_instr_btn("si", 2, 8*4)
   end
   if lvl >= 4 then
    draw_instr_btn("gauche", 2, 8*5)
    draw_instr_btn("droite", 2, 8*6)
    draw_instr_btn("ramasser", 2, 8*7)
   end
   a_coords = na_coords
  else
   print("reached max", 2, 2, 7)
   print("program", 2, 10, 7)
   print("size", 2, 18, 7)
  end

  print("delete:", 2, 2+8+8*8, 7)
  print("play:", 2, 2+8+8*8+8, 7)
 end

 if mode == "remove" then
  print("choose what", 2, 10, 7)
  print("to remove", 2, 18, 7)
  print("from your", 2, 26, 7)
  print("program", 2, 34, 7)
 end

 if mode == "play" then
  rectfill(prog_x, prog_y+(play_l-1)*8-1, 128, prog_y+(play_l-1)*8+7, 8)
 end

 rect(prog_x-1, prog_y-1, 127, 127, 7)
 rect(0, 94, 49, 127, 10)

 nl_coords = {}
 nc_coords = {}
 ident = 0
 for l=1,#prog do
  local instr = prog[l]
  if instr[1] == "fin" then ident -= 1 end
  draw_ident(l, ident)
  ident = draw_instr(l, ident, instr)
 end
 l_coords = nl_coords
 c_coords = nc_coords

 draw_bg()
 draw_ft()

 if mode == "code" or mode == "help" then
  spr(14, 22, 81)
  spr(29, 41, 73)
 elseif mode == "play" then
  spr(15, 22, 81) 
 end

 if in_box(22, 81, 30, 89) and (mode == "code" or mode == "play") then
  hand = true
 elseif mode == "code" and in_box(41, 73, 49, 81) then
  hand = true
 elseif mode == "code" or mode == "remove" then
  for i=1,#l_coords do
   if in_box(l_coords[i][1], l_coords[i][2], l_coords[i][3], l_coords[i][4]) then
    hand = true
   end
  end
 end
 if mode == "code" then
  for i=1,#a_coords do
   if in_box(a_coords[i][1], a_coords[i][2], a_coords[i][3], a_coords[i][4]) then
    hand = true
   end
  end 
 end

 if mode == "play" then
  print("score: "..score.."/"..goal, 2, 50, 7)
  local col = 7
  if papers == 0 then
   col = 8
  end
  print("stock: "..papers, 2, 60, col)
 end

 if hand then
  spr(17, mouse_x-1, mouse_y)
 else
  spr(1, mouse_x-1, mouse_y)
 end

 if mode == "help" then
  tutime += 1
  local nc = flr(tutime/tu_speed)
  for i=1,#help_data do
   local txt = help_data[i][1]
   if #txt > nc then
    txt = sub(txt, 1, nc)
   end
   rectfill(help_data[i][2], help_data[i][3], help_data[i][2]+#txt*4, help_data[i][3]+6, 2)
   print(txt, help_data[i][2]+1, help_data[i][3]+1, 7)
   nc -= #txt
   if nc <= 0 then break end
  end
  if nc > 0 then
   sfx(-1,1)
   help_lock = false
  end
 end
end

C'etait tres bien.


That's the opening text in English. I took the liberty of converting the rest to.



[Please log in to post a comment]