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General Discussion => Technology and Development => Gaming Discussion => Topic started by: Munchor on December 08, 2010, 10:32:11 am

Title: Scriblenauts
Post by: Munchor on December 08, 2010, 10:32:11 am
Hello, one of the best games I've ever played is ScribbleNauts:

http://en.wikipedia.org/wiki/Scribblenauts (http://en.wikipedia.org/wiki/Scribblenauts)

http://www.youtube.com/results?search_query=Scribblenauts+gameplay&aq=f (http://www.youtube.com/results?search_query=Scribblenauts+gameplay&aq=f)


Yes, you can rickroll people in this game.


So, how hard do you think it would be to make a Calculator Port of this?

My opinion as a newbie is 0% chances.
However, I'd like you hear yours :D
Title: Re: Scriblenauts
Post by: Michael_Lee on December 08, 2010, 10:39:43 am
After owning and playing both Scribblenauts and Super Scribblenauts, I can probably say that any port of Scribblenauts would take up a huge bank of memory just for the dictionary.  If one were to remove a bunch of usually unused words, and simplified the interaction between objects so that all objects could be described by a small set of characteristics, it might just be barely possible.  Maybe.

And you're not a newbie  :)
Title: Re: Scriblenauts
Post by: Munchor on December 08, 2010, 10:41:10 am
After owning and playing both Scribblenauts and Super Scribblenauts, I can probably say that any port of Scribblenauts would take up a huge bank of memory just for the dictionary.  If one were to remove a bunch of usually unused words, and simplified the interaction between objects so that all objects could be described by a small set of characteristics, it might just be barely possible.  Maybe.

And you're not a newbie  :)

First of all, thanks.

Secondly, another ScriblleNauts player? yay

Finally, yeah the dictionary would have to be huge, but let's say even if it were to be 100words it would be hard.
Title: Re: Scriblenauts
Post by: Aichi on December 08, 2010, 10:43:57 am
It's hard, espacially for newbies, but not impossible.
There will be more limited number of objects, though.
The most important thing by importing this game is making an effiecient and flexible object system.

I also love this game. :)
Do you think about porting it to TI? Then good luck.
Title: Re: Scriblenauts
Post by: Michael_Lee on December 08, 2010, 10:45:35 am
Yeah, Scribblenauts is AWESOME.
The first time I realized I could create pterodactyls and black holes and time machines...  Pure win.

Yeah, apart from the dictionary, I think any port of the game wouldn't actually be impossible, just difficult, but doable.  But the dictionary...
Title: Re: Scriblenauts
Post by: Munchor on December 08, 2010, 10:48:42 am
It's hard, espacially for newbies, but not impossible.
There will be more limited number of objects, though.
The most important thing by importing this game is making an effiecient and flexible object system.

I also love this game. :)
Do you think about porting it to TI? Then good luck.

No, I don't think to port it, maybe one day, but the chances that I ever try are tremendously limited.

Michael_Lee, a dictionary would be easy, setting a sprite to a word (time-consuming, but easy), the relations between objects would be hard, I think.
Title: Re: Scriblenauts
Post by: Michael_Lee on December 08, 2010, 10:55:19 am
Well, for the objects, you could have a set of about 8 characteristics or so, like...

Flammable?  0 means no, 1 means I set other things on fire, 2 means explosive, 3-15 is on fire combined with how long it has before it dies.
Scary?  0 scares nothing, 1 scares animals, 2 scares humans, 3 scares humans and animals
Attack? 0 means it cannot harm, 1 though 15 describes how powerful it is...
Harm? 0 means it'll die almost instantly, 1-15 describes how long it'll last, and 15 is immortal (unless they explode, or something)
Magnetic? 0 means repel everything, 1 repels metal, 2, nothing, 3 attracts metal, 4 attracts everything...
Movement?
Size?
Pickable?
etc.

Then when every object is referenced, just run them through each other.
Coding unique objects, like time machines and such would be tricky, but not too much, I think.
Title: Re: Scriblenauts
Post by: Munchor on December 08, 2010, 11:05:03 am
Well, for the objects, you could have a set of about 8 characteristics or so, like...

Flammable?  0 means no, 1 means I set other things on fire, 2 means explosive, 3-15 is on fire combined with how long it has before it dies.
Scary?  0 scares nothing, 1 scares animals, 2 scares humans, 3 scares humans and animals
Attack? 0 means it cannot harm, 1 though 15 describes how powerful it is...
Harm? 0 means it'll die almost instantly, 1-15 describes how long it'll last, and 15 is immortal (unless they explode, or something)
Magnetic? 0 means repel everything, 1 repels metal, 2, nothing, 3 attracts metal, 4 attracts everything...
Movement?
Size?
Pickable?
etc.

Then when every object is referenced, just run them through each other.
Coding unique objects, like time machines and such would be tricky, but not too much, I think.

That's a good way of turning things round (that's what programming is about, afterall).

The platformer part would be relatively easy for someone with Gaming Physics knowledge.

Well, the way we mention it, it looks really easy, but I still think not. However, I now see a way of doing it.
Title: Re: Scriblenauts
Post by: dman2073 on January 02, 2011, 05:35:57 pm
It would probably be better to port a nintendo ds emulator (Nspire, maybe?).  I'm even more of a newbie, but I think the great calculator minds we have in the community could do it.  Then, all you need is a rom and you're good to go.
Title: Re: Scriblenauts
Post by: Raylin on January 02, 2011, 05:46:40 pm
Honest opinion?

Too much data.

Even if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.
Title: Re: Scriblenauts
Post by: JosJuice on January 03, 2011, 02:57:37 am
Even if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.
The DS game actually ignores adjectives completely, unless an object name does contain that combination of adjective+noun (which is rare).
Title: Re: Scriblenauts
Post by: AngelFish on January 03, 2011, 03:12:07 am
A port like that would be much better suited for a object oriented language. Axe doesn't exactly qualify and ASM is about as far from OOP as you can imagine.
Title: Re: Scriblenauts
Post by: shmibs on January 03, 2011, 07:43:48 am
even without adjectives, the amount of data is too ridiculously huge to fit on a ti-calc. still, the idea of customisation could definitely be applied to create a huge number of fun games, such as something similar to Drawn to Life.
Title: Re: Scriblenauts
Post by: Munchor on January 03, 2011, 07:44:29 am
even without adjectives, the amount of data is too ridiculously huge to fit on a ti-calc. the idea of customisation is still a wonderful one which could be used to create a huge number of games, such as something similar to Drawn to Life.

The user makes the game.... Epic mario?
Title: Re: Scriblenauts
Post by: Michael_Lee on January 03, 2011, 01:55:50 pm
Even if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.
The DS game actually ignores adjectives completely, unless an object name does contain that combination of adjective+noun (which is rare).
Well, more precisely, the first Scribblenauts ignores adjectives, but the second one does implement adjectives.
Title: Re: Scriblenauts
Post by: JosJuice on January 03, 2011, 02:34:27 pm
Even if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.
The DS game actually ignores adjectives completely, unless an object name does contain that combination of adjective+noun (which is rare).
Well, more precisely, the first Scribblenauts ignores adjectives, but the second one does implement adjectives.
Oh. I've only played the first one...
Title: Re: Scriblenauts
Post by: ztrumpet on January 03, 2011, 04:45:42 pm
This sounds a little bit like this game: http://ourl.ca/7636/133249

I wonder if you'd rather attempt to make it in Axe, as it would be much simpler.  Regardless of which concept you choose, good luck!  Scribblenauts for the calc would be awesome if it's ever pulled off. :)
Title: Re: Scriblenauts
Post by: Builderboy on January 04, 2011, 01:29:39 am
Wow this game would be so hard to implement O.O I think it would probably have to be non-Basic, but you never know.  Maybe even a scripting engine to make things easier o.O