What is it?
This is a simple (and my first) working Tic-Tac-Toe game. Nothing special, but it runs, it's published and nothing less was my final goal.
What's to improve?
- The AI (As it's just working on random numbers, I'd say the game is currently at a very fair difficulty level.)
- The options (I wish to implement 2 player mode and some options to control the difficulty of the "ai".)
- The graphics (A little bit more animation and better graphics would'nt hurt, I guess.)
- The sound (A slinky soundtrack would be great!)
Concluding
- Fun
- Swallows time
- Sparks creativity
- Less hair loss compared to other tasks
Wanted
Untergang in der Feuerdämmerung
An entry in the Lovebyte 2022 https://lovebyte.party/ and the program achieved the fifth place in the Tiny Executable Graaphics Competition.
The task in this competition was to achieve a graphic with a program of a length of at most 256 Bytes. We used a Fractal to generate the scenery mathematically. In the .p8 file, it was also necessary to cut some text in the header to meet the size requirements.
Here is the whole code in its full glory:
g=127for x=0,g do for y=0,g do v=x*3/g-2k=v w=y*4/g-3l=w i=0while v*v+w*w<4and i<g do t=v*v-w*w+k w=l+abs(2*v*w)i+=1v=t end c=(g-i)/g*13if(c*y>c*89)c=1 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=107418#p) |
Made this using the assets from Toybox Jam 3. It's may preferred style of action-platformer, based on things like Momodora 4. The enemy behaviors and especially the bosses aren't as in-depth as I'd like, but I hit the token limit rather quickly. The goal is to just make it through the dungeon, which also requires killing the 4 bosses.
I tried to avoid the common aspects of 2d platformers that I don't like. In particular, enemies are physical objects that don't just magically hurt the player character on contact. At the very least, they have to be doing a ramming attack for their bodies to be hurtful. I also made the spikes on hurt if you actually fall on them.
The map is 185x99 tiles big and has 4 separate layers (background, foreground, geometry and tile palette), but the 4th one is barely used because I was having trouble compressing the map enough. The way the map is stored is slightly different in that the background and foreground are mixed with a separate "mask" map for separating though. This is so that the mask layer can be only 1's and 0's and thus easier to compress. The map was created externally using Tiled Map Editor, with some lua scripts to convert.
After watching this episode of Coding Train's coding challenge, I thought a square screen would be perfect for this sort of thing. It's not my cleanest code but it's pretty interesting to watch.
- ➡️ makes it go faster (increase frame skip)
- ⬅️ slows down (to a stop)
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