NOTE: This is not the official version of 2048; it is simply a port.Lol. ;D
You can play the original at http://git.io/2048 (http://git.io/2048). All other apps or
sites are derivatives or fakes, and should be used with caution.
Port created by Josiah Winslow, with help from the Omnimaga
community. Original game created by Gabriele Cirulli (http://gabrielecirulli.com/). Original
based on 1024 by Veewo Studio (https://itunes.apple.com/us/app/1024!/id823499224) and conceptually similar to
Threes by Asher Vollmer (http://asherv.com/threes/).
I just tried it now. I have to say the graphics are awesome (/me runs :P) but why are animations not that smooth ? They seem to move by 2 pixels each frame instead of one and they seem to be slower when more tiles move.
I don't hate you. ???UNDO BUTTON? UNDO BUTTON? WE DON'T NEED NO STINKIN' UNDO BUTTONS! :3
Nah that aside, I kinda forgot about it because I play 2048 when bored and I don't bring my calcs everywhere. :P So I play on my phone.
also undo button
Everyone who's complaining about the slow anims: This is why I need optimization. :PCalculations should occur before the move, so you just have to move afterwards. 3 bytes score and Win/Loss checks have nothing to do with animations. The only things that can slow down are the grayscale and the 15x15 bitmaps (which could be replaced with 4x 8x8 sprites).
I mean, I'm doing a lot of calculations when the moves occur. I'm using grayscale. I'm doing 3 byte scores. My graphics are 15x15 Bitmaps. There has to be a Game Over check and Win check after every move. There are probably some snippets of code I'm not sure I need, like a use of the abs() token somewhere in the animations. What do you expect in terms of instantaneosity? :P
.Just so we're clear, GDB1 is:
.0,16,32,48,0,16,32,48,0,16,32,48,0,16,32,48,0,0,0,0,16,16,16,16,32,32,32,32,48,48,48,48
.That should clear some stuff up.
.
Lbl ANIM
Copy(GDB1,L1+48,32)
0->[r3]
For(16)^^r
abs([r3]-{[r3]+32+L1})->{[r3]+32+L1}
[r3]++
End
For(4)^^r
15
For(16)^^r
Rect(->[r3]^4*16,[r3]/4*16,15,)^^r
[r3]-1
End
For(16)^^r
[r3]+48+L1->[r4]
[r4]+16->[r5]
If {[r3]+16+L1}
WRect({[r4]},{[r5]},15,)^^r
Bitmap({[r4]},{[r5]},{[r3]+16+L1}-1*32+Pic1)
End
!If K
{[r5]}+({[r3]+32+L1})->{[r5]}
Else!If K-1
{[r4]}-({[r3]+32+L1}*4)->{[r4]}
Else!If K-2
{[r4]}+({[r3]+32+L1}*4)->{[r4]}
Else
{[r5]}-({[r3]+32+L1})->{[r5]}
End
[r3]++
End
DispGraph^^r
WRect(0,,63,)
End
Welp I managed to reach 131072 (the max tile) with the undo button but it was still challenging and it took forever. Fwiw, that's 64x2048.I don't hate you. ???UNDO BUTTON? UNDO BUTTON? WE DON'T NEED NO STINKIN' UNDO BUTTONS! :3
Nah that aside, I kinda forgot about it because I play 2048 when bored and I don't bring my calcs everywhere. :P So I play on my phone.
also undo button
JWinslow23: You hit the end of the craze. Personally, I would use your version, but I don't have a 84.
I should put this on my calc when I have time. I would like to try all 2048 Axe clones, though. I wonder how good the grayscale in yours look like on a real calc.Well, the grayscale looks fine on an actual calc.
Also, how are the small fonts done? Are they custom fonts or is this just an image?
Ah ok thanks for the info. :DI should put this on my calc when I have time. I would like to try all 2048 Axe clones, though. I wonder how good the grayscale in yours look like on a real calc.Well, the grayscale looks fine on an actual calc.
Also, how are the small fonts done? Are they custom fonts or is this just an image?
And the small fonts you are talking about? Those are all Bitmaps, drawn with the Bitmap() command. Every "block" of text that is not an original TI font is drawn with a Bitmap of some sort. (It's the only way I could get everything I wanted to fit to fit!)