Author Topic: [Axe] Puzzle pack (for those of you who are bored in math...)  (Read 18097 times)

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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #30 on: October 15, 2014, 02:40:09 am »
Coming back...
I just made some big data compression, and 500 more bytes are off :
Rewrote the labyrinth's graphical engine, which added (unexpectedly) rounded angles. (~ 250 bytes)
Also took the labyrinth's Map data and switched from byte structure to nibbles (~ 250 bytes)

Always when i had flash corruption it was fixed by re-sending the OS
The memory corruption was fixed (thanks !), but I uninstalled zStart, I got too many problems with it.
Switching to NoShell + Omnicalc.

I finally got some spare time, so I'll probably upload the files (and screens) this afternoon !


I need an idea for some kind of "action" level (in which there is no need to think).
The author of idea I'll select will win a FABULOUS prize !! (no, actually I will only mention him on the level screen  :angel: )


Spoiler : the next labyrinth will have teleporters...
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Offline DJ Omnimaga

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #31 on: October 15, 2014, 10:55:43 pm »
I like the new ideas for the maze :D, I can't wait to try it

Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #32 on: October 16, 2014, 12:32:33 pm »
Last change before uploading :
* Fixed when creating a new file, then pressing something else than Enter, then selecting Continue allowed you to enter weird levels (entering them would display the ending screen, until level 0 is passed which would make you enter level 1).

Uploaded the files, see first post !
Also, look at the FAQ (you may find something interesting ?)
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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #33 on: November 18, 2014, 11:03:31 am »
Coming back, with a different project :
While I was trying to make the warps-using maze, I went really far in its development.
Kinda looks like this is going to be a different project. Its code name : RPGLITE, 4632 bytes large, features :
  • Somewhat a man
  • "Smooth" scrolling when moving
  • Interactable tiles
  • Door warps
  • A start "mode" menu, with a slidy transition when appearing
  • Save your position, yay ! (yes, there was a time when your position wasn't saved...  :P )
  • Currently no known bug, yay !
No, I can't give you the files right now :trollface:
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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #34 on: November 19, 2014, 02:17:31 pm »
Sorry for triple-posting...

Finally, I made this thing !
There are a few graphical glitches, but because I didn't copy data correctly ;D

I also released a cheating device, which can't edit data while the game is running, but can hack the save after execution.

Okay, give me screens now !
[EDIT] The screenshots are now broken, see this post for the newest version with correct screenshots
Spoiler For Screenshots:
Sorry if the screen sometimes garble, it doesn't happen on my calc, but on TileM it occurs

Your very first screen !


Interactable signs !


Door warping !


Save and reload !


Isn't there something ?


A small glitch (fixed in my development build)

Spoiler For Cheating device:
Example : rotate your guy without changing its target tile


Example : warp to an out of bounds location which displays a glitched terrain
(I corrupted the screenshot, sorry)
WARNING : Pressing Enter in this kind of zone may lead the game into interpreting garble data as tile interaction, and will trigger invalid routines (you may freeze the game, make it return with a ERR:SYNTAX (don't know which RAM address is called at that time) or just crash / freeze the game with a RAM clear)


Example : kind of walk through walls glitch
(you may directly enter 0F in the vertical byte #1)

If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.

The file couldn't be hosted on omnimaga (too large :P ), so there it is !
All the files are in the zip, but you may download the files individually
« Last Edit: December 03, 2014, 09:28:49 am by ISSOtm »
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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #35 on: November 19, 2014, 07:55:27 pm »
Sorry for triple-posting...
There's enough time between posts; you're fine.
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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #36 on: November 29, 2014, 09:37:48 am »
Development is going on, bugfixes and bugs came with it, as did NPCs !
Saves created with old versions may give strange bugs.
I recommend :
1. Delete save file
2. Use Cheating Device to set MapID to 0, and fix other strange values by yourself.
Remember : the save length changed !


Changelog (Kinda) Or Comparison With My Last Post
There are a few graphical glitches, but because I didn't copy data correctly ;D
Maybe I am too lazy to fix the pixels when the guy looks right (even if he looks right more often than left), but the door graphics are now correct !

I also released a cheating device, which can't edit data while the game is running, but can hack the save after execution.
There now is a very strange bug with it : when you open it, it changes save data even if you don't open the save file  :thumbsup:
[EDIT] Fixed, but another bug has been introduced, and it makes the game unplayable.
Release is delayed.

Isn't there something ?

Now it is made differently :
1. It is not possible anymore to walk on it
2. It will be possible to remove the cross when digged, and then to walk on where it was.
    I just need to be less lazy and implement NPC state save


A small glitch (fixed in my development build)

I FIXED IT !!! YAY !!


Example : rotate your guy without changing its target tile

Now, it does NOT change the tile it is "looking" at, I mean pressing Enter will still trigger the tile you were looking at before "manually" rotating. It is saved in another part of the file


If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.
Nope ! Now it works differently.
This kind of glitch isn't possible anymore  ;D




Wait, I just need to find the files on my second computer, and they'll be disponible along with new screenshots !
« Last Edit: November 29, 2014, 12:41:56 pm by ISSOtm »
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Offline DJ Omnimaga

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #37 on: November 29, 2014, 01:59:25 pm »
Glad to see this still progressing! :) but the screenshots give me 404 not found :(

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #38 on: November 29, 2014, 07:26:51 pm »
ISSOtm: you seem to be using Dropbox as your image host. When you do that, please make sure you put the images in the public folder and copy the links from there. Currently, they seem to be in a non-public location because I can't see them (Dropbox gives me an error saying I'm not allowed to view those files, so your images will probably only show up to you and not anyone else).
My projects
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 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
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 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #39 on: December 03, 2014, 09:25:12 am »
Glad to see this still progressing! :) but the screenshots give me 404 not found :(
ISSOtm: you seem to be using Dropbox as your image host. When you do that, please make sure you put the images in the public folder and copy the links from there. Currently, they seem to be in a non-public location because I can't see them (Dropbox gives me an error saying I'm not allowed to view those files, so your images will probably only show up to you and not anyone else).
Moved the files,
here are the screenshots !
Spoiler For Screenshots:
Sorry if the screen sometimes garble, it doesn't happen on my calc, but on TileM it occurs

Your very first screen !



Interactable signs !



Door warping !



Dang. A locked door.



Save and reload !



Isn't there something ?



Now with NPCs !

Spoiler For Cheating device:
Updated to display more data !



Example : warp to an out of bounds location which displays a glitched terrain

WARNING : Pressing Enter in this kind of zone may lead the game into interpreting garble data as tile interaction, and will trigger invalid routines (you may freeze the game, make it return with a ERR:SYNTAX (don't know which RAM address is called at that time) or just crash / freeze the game with a RAM clear)



Enter a different area with exactly the same graphics and interactions, but without warps or NPCs


Example : kind of walk through walls cheat

If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.

This now works differently, so this glitch doesn't work anymore !


Little screen you might encounter ;D

Spoiler For Walkthrough part 1:

Spoiler For Walkthrough part 2:

Spoiler For Walkthrough part 3:

Spoiler For Walkthrough part 4:
Coming when this part of the game will be released !

Here is the new file link !




Currently working on :
  • The cross that spots the key disappears when it is taken
  • A better animation when unlocking the locked door in the garden
  • Removal of some unused code
  • Optimization on checking whether you should be able to walk or not on the target tile,
    that should also make movement smoother.
  • Expanded scenario and map !
Programmer ("always start, never finish")

Currently owning :
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Puzzle Master (if you hate mathemathics...)

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Offline DJ Omnimaga

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #40 on: December 03, 2014, 01:11:31 pm »
Very nice so far, looking at the scrreens. Gonna try the game when I have computer access. :)

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #41 on: December 03, 2014, 02:02:27 pm »
Looking at the screenshots it's looking awesome! :D

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Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #42 on: December 04, 2014, 12:32:11 pm »
Very nice so far, looking at the scrreens. Gonna try the game when I have computer access. :)
Thanks !
If you try the game, you will "finish" it quite quickly, I need to make a better scenario / bigger map  :P ( Note : remove this when game is completly coded)

Progress :
Currently working on :
  • The cross that spots the key disappears when it is taken   > DONE
    It is also saved in the file, actually I implemented the save of NPC visiblity
  • A better animation when unlocking the locked door in the garden   > DONE
  • Removal of some now unused code   > DONE
  • Optimization on checking whether you should be able to walk or not on the target tile,   > DONE (and another one is being done)
    that should also make movement smoother.   > The script is faster only when the tile you try to walk on isn't walkable
  • Expanded scenario and map !   > BEING DONE
A bit more than 7200 bytes
Found (one) strange bug : when selecting Enter to start the "Save" sequence, if you press Enter before the text appears, it will not process the save sequence, but instead trigger the interaction script. Unknown reason.
I think others will follow (der:P)
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Offline DJ Omnimaga

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #43 on: December 08, 2014, 01:53:58 am »
Do you plan to make this a Flash app or program in its final form?

Offline ISSOtm

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Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« Reply #44 on: December 08, 2014, 01:47:33 pm »
Do you plan to make this a Flash app or program in its final form?
Oh ! I was planning to announce this ! :P
...Yeah, it seems that I'm going to need compiling as an app
I finally reached THE limit : my calc refuses to run the program, it is too large (8713 bytes raw, + 14 header bytes = 8727, hey, I thought it was possible to run programs up to 8816 bytes large).

Quote from: Quigibo
There is also an option to compile to applications. This uses very hackish code and may not work on all models of calculator so be cautious when using this feature as this is the one that can cause archive corruptions if the it fails to write the application correctly.
I'm making a backup ;)

Now, I am just afraid of one thing : the Archive is actually Flash Memory, and if it is as the SSDs, it can be only written to a limited amount of times (I found 100,000, can anyone confirm ?). I don't want to make it un-erasable !


[Compiled once...]
Wait, it looks like the map is corrupted. Sprites, too ? Oh.

[Compiled twice...]
Wait,  Axe displayed "Size : ROBOT" (which is the name of the Omnicalc font I'm using) ?
The game IS corrupted D: , not the source, but the app went mad.

[Compiled again, unarchived the source...] <-- Yes, that changed the app
There is DEFINITELY a problem. I uninstalled Omnicalc, to see if that fixes anything.
No way. The sources are on Dropbox, can anyone try to see where is the problem ? Maybe it is just Axe that fails.
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