I believe it is meant to read "TEN/TEN DUALITY."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!
New Release: Ten Ten
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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?
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?
- Pedro Lambrini
- Vic 20 Scientist
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- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
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'!gklinger wrote:I like the font. Your usage of custom fonts (amongst other things) makes your BASIC programs more polished than the average.
Most games with custom fonts on the Vic take a bit of deciphering.
![Smile :)](./images/smilies/icon_smile.gif)
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...
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...
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.
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.
- orion70
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It would be an interesting logical challenge to demonstrate that every possible randomly generated level is solvable... But I'm no math masterSdw wrote:How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?
![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
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.
- Mayhem
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Looking forward to your new version ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
PRG Starter - a VICE helper / Vic Software (Boray Gammon, SD2IEC music player, Vic Disk Menu, Tribbles, Mega Omega, How Many 8K etc.)
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
Download: http://sleepingelephant.com/denial/games/TenTen.zip
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.
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.
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. ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
Anders Carlsson
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I like your Ten Ten game but as Anders said, you may always release a new version: Ten Ten, The revengeJeff-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.
![Wink :wink:](./images/smilies/icon_wink.gif)
Mega-Cart: the cartridge you plug in once and for all.