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View topic - [Coding competition 2021] Sokoban Engine by Guy

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[Coding competition 2021] Sokoban Engine by Guy
Post Posted: Wed Mar 24, 2021 7:09 pm
https://www.smspower.org/Homebrew/SokobanEngine-SMS



Quote
Hello !

Here is my first soft for the SMS.

This is a little 32ko test demo of a engine for a potential Sokoban
themed game.

All was coded from scratch in C with devkitSMS+Emulicious and was tested
on real hardware without problem.

I still learn so everything is far from perfect but It allowed me to
experiment and better understand how the SMS works.

Because I am not very comfortable with the sound processor of the SMS,
to spare your ears, I limited myself to basic sound effects thanks to
Martin's software.

Hope you have a good time trying this little demo. Have fun & Many
thanks to the SMSPower! Community.

Guy
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Revo
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Post Posted: Sat Mar 27, 2021 9:34 pm
 
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Post Posted: Mon Mar 29, 2021 7:23 am
You got yourself a very solid engine there. I love the variety in the environments. Great work.
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Post Posted: Mon Mar 29, 2021 1:40 pm
Thanks Kagesan! I tried to introduce new mechanics (and be able to combine them) as I developed levels. If the project evolves into a finalized game, I hope to be able to come up with new ideas.
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Post Posted: Tue Mar 30, 2021 9:06 pm
this is very nice!
also, great use of the line interrupt for the background palette effect on the title page :)
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Post Posted: Thu Apr 01, 2021 4:35 am
Very well done!

Lot's of new concepts beyond traditional sokoban here! I appreciate the ice blocks and the switches, with their double use (clearing the way as well as lowering boxes in later levels)

Impressive environment/theme variety! And the background animation is a nice touch! (water, blinking targets...)

The step count down really puts some pressure at times, but it's not too difficult. Still I'd really like a undo function, even if limited to one move.
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Post Posted: Thu Apr 01, 2021 7:21 pm
Last edited by Guy on Fri Apr 02, 2021 7:23 am; edited 1 time in total
Thanks Sverx !
Thanks Raphael !

Indeed, the capacity to undo last action in your sokoban is a great idea. I'm seriously thinking of stealing it from you ! :-)

However, for my game, more arcade than reflexion oriented and because of the countdown of steps I think it would need an adaptation.

Maybe a collectable bonus with a limited number of use ?
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Post Posted: Fri Apr 02, 2021 2:45 am
Guy wrote
However, for my game, more arcade than reflexion oriented and because of the countdown of steps I think it would need an adaptation.

Maybe a collectable bonus with a limited number of use ?

It could be collectable, or you could simply allow a fixed number of undos per level. Max. 3 for instance. This would alleviate the frustration of redoing a level completely just because of one wrong maneuver, yet it would not cancel the pressure of the count down.

Another idea I had: When finishing a level with more than 1 steps remaining, those could be added to the next stage... I know I could use those extra steps!
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Post Posted: Sat Apr 03, 2021 9:07 am
Hello

http://libertysurf.org/sokobaneditor/

Here is an online level editor. The goal will be to involve the goodwill when I have succeeded in making it more stable and functional.

As you will see, it remains very basic for the moment (and can be bugged, I developed it a little too quickly). Not all the features managed by the engine are possible, but I will try to make it evolve as I go.

It is also a way to extend the life of this (short) demo for those who have completed it.

Have a nice day !
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Post Posted: Sat Apr 03, 2021 1:28 pm
Very nice, merci!

 
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Post Posted: Mon Apr 05, 2021 10:49 am
Nice game. I think I'd be a bit quicker here if I could push the block and then walk immediately i.e. not wait for the block to hit an obstacle and stop. Also, I think it would be great to have the option to have unlimited moves for people who are solve the puzzle as they go and forget there are limited moves. Great job!
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Post Posted: Tue Apr 06, 2021 9:58 am
Hi Steve! And thank you for your feedback.

Indeed during the design I had already thought about your suggestion: The fact of pushing a box while remaining in place is a voluntary mechanism. It slow a little the gameplay but it makes possible, for example, to stand on a switch while pushing a neighboring block. Levels will make use of this specificity (cf level "a switch ?").

For the deactivation of the counter, yes... why not as a cheat code in a future and more complete version?

I had not thought about it because in this demo the debug menu allowing to pass the levels and to try them again.

On what level are you having difficulty? :)
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Post Posted: Tue Apr 06, 2021 9:33 pm
Guy wrote
I had not thought about it because in this demo the debug menu allowing to pass the levels and to try them again.

OK great - thanks for that - I see that now debug menu option now...!
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Post Posted: Mon Apr 19, 2021 4:41 pm
Hello !

First of all, thank you all for your votes. And congratulations to all participating in the competition.

Here is a small update (v0.80).

The level overview screen had previously been a placeholder that I hadn't been able to complete in time. (This is the explanation for the very empty gray screen ...)

Originally, for this demo, I wanted to make a presentation of each level thanks to a world map.

It's done: Shinobi style, even if the design is inspired by Mario Land 2.

Have a nice day !

Guy
capture.png (10.16 KB)
New Map
capture.png
SokobanEngine-SMS-0.80.zip (17.4 KB)
Sokoban_Engine-SMS-0.80

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Nyle / Lyne in SokobanLand
Post Posted: Sat Jun 26, 2021 12:18 pm
Hello !

Here is a small update.

- Optimization of a part of the code which was in great need (ok you can't see it).
- Map screen revised.
- Appearance of the menu by a fluid scrolling.
- New font with a more arcarde look.
- Title screen revised with some small surprises.
- Superb music by Polaria Poyon.
- Some graphics have been reworked.
- Fusion of tiles (box + ground, ice + ground, ...)
- Work on some maps to avoid using the leftmost column, often hidden on CRT TVs.

As the game finally has a title, I leave it to your discretion whether to add an entry in howebrew or just add this as a sokoban engine update.The changes are not huge, so in my case I would opt for the second solution.

Have a nice day !


Guy
nyleinsokobanland.zip (29.94 KB)

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Post Posted: Sat Jun 26, 2021 1:09 pm
Thank you, the music is amazing!

 
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Post Posted: Tue Jul 20, 2021 3:44 pm
Awesome!
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Post Posted: Wed Aug 04, 2021 12:03 am
Thanks Revo & lhs_azevedo!

Here is a revision 0.84 with some bug fixes and especially new music for the title screen.

The music in v0.83 was intended for ingame levels, it now resonates where it should.
nyleinsokobanland084.zip (36.98 KB)
Nyle / Lyne in SokobanLand 0.84

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Post Posted: Tue Aug 17, 2021 4:29 pm
And here is version 0.85 with finally a music for the end of the demo.
I don't know yet if I will develop this project further, as it would require rewriting a lot of the code, this program was not initially thought of as a complete game. But who knows?

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