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Posted: Sat Feb 07, 2009 9:00 am
by PaulQ
Kweepa wrote:Wow, very polished!
I like the "parallel universe" and game over effects.
I keep reading the title screen as "TEN/TEN QUALITY" which is true but a little arrogant :)
Fun game as usual, thanks!
I believe it is meant to read "TEN/TEN DUALITY."

Posted: Sat Feb 07, 2009 2:14 pm
by Jeff-20
Ha ha. Yeah, it was meant to say "Duality." Should I take that out? I was thinking of words like "bilocation" and "duality" when making this game. The font I came up with is not easy to read.

I looked at the code, and it is very sloppy. I have plenty of additional room for improvements. I thought about adding a high score, removing the aforementioned annoying beeps, adding music to the title screen and a few other things. Should the difficulty level be adjusted?

Posted: Sat Feb 07, 2009 2:27 pm
by Pedro Lambrini
Maybe a choice of difficulty should be an option and I always like a high score table. :)

Posted: Sat Feb 07, 2009 2:33 pm
by gklinger
I like the font. Your usage of custom fonts (amongst other things) makes your BASIC programs more polished than the average.

Posted: Sat Feb 07, 2009 2:39 pm
by Pedro Lambrini
gklinger wrote:I like the font. Your usage of custom fonts (amongst other things) makes your BASIC programs more polished than the average.
I agree. The fonts in your games are definitely a part of your signature style - even if, in this instance, it looks like it reads 'quality'!

Most games with custom fonts on the Vic take a bit of deciphering. :)

Posted: Mon Feb 09, 2009 10:00 am
by Sdw
Nice little puzzle game, very playable concept!
You have managed to work well with the limits set by BASIC and keep a responsive user experience.

-edit-

How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?

I was thinking if it would be possible to auto-generate levels, but then you'd somehow need to verify that they are possible to solve...

Posted: Tue Feb 10, 2009 2:10 am
by Jeff-20
I revisited the program today. Added a bunch of features and I still have room for more. Is speed an issue? Would it be better (easier to control) with a faster protagonist? I also considered a level counter. Is that desirable for a puzzle game rather than score? maybe a brief "Level 2" sign or just a number at the bottom?

I was going for a clean simple look with few colors and simple graphics. I worry the screen looks too crowded with a level indicator or high score (something I added and is only displayed at the end of a game).

I lowered the difficulty level. I'm not so sure about a difficulty select option. I'll post a PRG when I've made enough changes.

Posted: Tue Feb 10, 2009 2:23 am
by orion70
Sdw wrote:How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?
It would be an interesting logical challenge to demonstrate that every possible randomly generated level is solvable... But I'm no math master :cry: .
I've played the games several times, and I can say that a good empirical method is to let one of the dots in a spot with two or three walls around, so that you're more free to move the other one.

Posted: Tue Feb 10, 2009 2:40 am
by Jeff-20
I am 100% sure every level is solvable. I experimented with several maze generating routines before finding the right one. I can explain it when I post the new PRG. I'll copy and paste the code to that part here.

Posted: Tue Feb 10, 2009 4:39 am
by Mayhem
Speed was fine for me, and the difficulty pitched about right. Then again, I like that sort of puzzle, and I guess not everyone is like me ;)

Posted: Tue Feb 10, 2009 2:30 pm
by Boray
Looking forward to your new version :D

Posted: Fri Feb 20, 2009 9:53 pm
by Jeff-20
I was up last night again, so I made a new version of Ten Ten. I made a bunch of changes. High score, more natural learning curve, and more. Let me know what you think.

Download: http://sleepingelephant.com/denial/games/TenTen.zip

Posted: Thu May 21, 2009 12:19 pm
by Jeff-20
I often wonder about the point of revisiting game programs. There is always a way to add extra features or optimize game play.

There is something comforting about having this last version on the megacart. A sense of finality. I cannot change the most commonly distributed version now. It can be a good feeling.

Posted: Thu May 21, 2009 4:50 pm
by carlsson
Well, having some editions of the Sega Genesis/Megadrive bundled with Sonic the Hedgehog didn't stop Sega from releasing Sonic II as well as a load of other games. That means while you might not call it Ten Ten Duality anymore, you can rewamp and improve the game yet more by changing its name. :)

Posted: Fri May 22, 2009 4:19 am
by nbla000
Jeff-20 wrote:There is something comforting about having this last version on the megacart. A sense of finality. I cannot change the most commonly distributed version now. It can be a good feeling.
I like your Ten Ten game but as Anders said, you may always release a new version: Ten Ten, The revenge :wink: