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View topic - [Coding competition 2012] Tower of Sokoban by Killer Bean 2 and BG

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[Coding competition 2012] Tower of Sokoban by Killer Bean 2 and BG
Post Posted: Tue Mar 27, 2012 6:57 pm
Last edited by Maxim on Sat May 26, 2012 3:36 am; edited 2 times in total
http://www.smspower.org/Homebrew/TowerOfSokoban-SMS

Killer Bean 2 wrote
Okay, so here you have it!

Tower of Sokaban, a small demo of what will hopefully, one day, become a somewhat playable game.
I was going for something a little more full fleshed, but not long after I entered the competition,
I got really sick and ended up in the hospital for a week. Haven't been able muster the energy for
bringing the project closer to completion since then, but I hope it will happen later on.

Things that was planed/might still happen some day:

Better memory management = more enemies
Death animation
More levels (lots of them)!
Teleport tiles
Title screen
Intro sequence with text and pictures
Some sort of storyline
Music...


Cheers!
Jens Kristian Krarup Keller (Killer Bean 2)

Btw, the (awesome!) graphics are made by Alexander Berggren (BG).


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Post Posted: Wed Mar 28, 2012 8:56 am
I wish it moved a bit faster, but otherwise it plays very nicely ^^
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Post Posted: Wed Mar 28, 2012 9:09 am
Looking pretty sweet!

I was hoping for more puzzles.
Too bad you were unable to spend the time needed.
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Post Posted: Wed Mar 28, 2012 9:27 am
It looks and plays great, having enemies in there is a nice twist on the Sokoban game-play. Are you thinking of letting the player be able to kill enemies? perhaps by crushing them with the blocks. The character looks like a warrior type, so perhaps having a sword could be cool. Keep up the good work!
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Post Posted: Wed Mar 28, 2012 10:05 am
Perhaps some Eggerland elements would be nice.
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Post Posted: Wed Mar 28, 2012 11:39 am
This is pretty cool.
Like said above, it does add some depth to the Sokoban gameplay, and i would to have a sword to stab the enemies with.

Congratulations. :)
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Post Posted: Wed Mar 28, 2012 7:51 pm
TmEE wrote
I wish it moved a bit faster


A friend of mine told me the same. I'll have to tweak it a little :)
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Post Posted: Wed Mar 28, 2012 8:01 pm
When I was making screenshots, and kept screwing up, I sped it up to 120Hz to make it more playable. So 2x faster would be good for me.
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Post Posted: Wed Mar 28, 2012 11:24 pm
It looks very promising indeed, a shame it's not more fleshed out.
I reckon speeding the character up + adding puzzles and a few new features over standard Sokoban would make it a very lovely game.
The visual quality of submissions this year is astonishing compared to what we had in the past years.
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Post Posted: Tue Apr 03, 2012 6:12 am
Ah... a puzzle game is always welcome! Hope you can do a good job.
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Post Posted: Sat Apr 07, 2012 8:38 pm
While Sokoban isn't one of my favourite puzzle games, this looks like a decent implementation with a very nice graphical style. As mentioned previously, some extra speed would help, and with the enemies it is edging towards having some action elements as well, like Penguin Land, so the speed would help there. I hope it gets finished; the level design and difficulty curve are going to be very important, the style is charming already.
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Post Posted: Wed Oct 02, 2013 9:33 pm
Lately I have spent some time on the code again.

I have started altering it so that it should be able to handle up to four of the eyeball monsters simultaneously using an index register. But now I'm getting a nasty error of some sort that makes the game get stuck in my frame interrupt routine after a while :/

At least I'm getting a hard earned lesson in the importance of writing good comments. My code is a mess! :D
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Post Posted: Wed Oct 02, 2013 10:17 pm
My recommendation for writing Assembly code is to use source control and commit frequently so you can undo and compare your changes easily.
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