New game - W*H*B - Help wanted!

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Comments

  • edited April 2009
    Wow, what a game this will be :) Superb !!!! Kudos ! :)
  • edited April 2009
    Again, a new Speccy game is leaving me speechless. It looks absolutely amazing so far, and really VERY playable. I don't know how on earth you dreamed this one up. I wanna be at the midnight opening when this gets released! :)
  • edited April 2009
    He didn't dream it up... its a "remake" of Cuboid/Bloxors... ;-) (as he said in the first post) :

    http://www.dailyhaha.com/_flash/bloxorz.htm

    I wish you could add the "normal" difficulty setting where one can fall off if one makes a mistake... :)
  • edited April 2009
    Progress report...

    Mister Beep has provided some great tunes for the game - much kudos to him for such a quick turn-around in creating them all. I'm rather pleased to be doing a 48K only game for once with really cool beeper tunes. 8-)

    Karl 8-), ZnorXman 8-), Mulder 8-) & Jumping Stack 8-) have all contributed some really neat - and in some cases fiendishly difficult - levels to the game, so we're now over the 20 mark, but there's still room for more. I'm intending to have a heavy session of cider & level making over the Easter weekend to bump the number up, hopefully to somewhere in the 40s at least.

    The levels all have names now, I've tweaked the front-end & HUD a little, so just a little more code, and some more levels, and it'll be finished.


    Continuing the community-game ideal, if anybody wants to have a crack at a loading screen let me know.
  • edited April 2009
    Tom-Cat wrote: »
    He didn't dream it up... its a "remake" of Cuboid/Bloxors... ;-) (as he said in the first post) :

    http://www.dailyhaha.com/_flash/bloxorz.htm

    Yup, I can't take the credit for this idea - just for bringing it to the humble speccy.
    Tom-Cat wrote: »
    I wish you could add the "normal" difficulty setting where one can fall off if one makes a mistake... :)

    I'll have a look at what I can do about that... ;-)
  • edited April 2009
    bobs wrote: »
    Yup, I can't take the credit for this idea - just for bringing it to the humble speccy.

    And it is BY FAR my favorite interpretation. Proper isometric view, great graphics, perfection really.
    bobs wrote: »
    I'll have a look at what I can do about that... ;-)

    Sweet. :)
  • edited April 2009
    Up to 29 levels now, and more beer please landlord!

    Keep mailing / PMing me about any levels you might have done, still lots of memory available (well, lots for a speccy game!)
  • edited April 2009
    Now up to have 33 levels, but running out of memory as I've just added the Congratulations screen & animation for when all the levels are completed.

    Tom-Cat's idea of allowing the player to roll off the level has also taken a dive due to the memory constraints - as I'd want it to have full animations which I just can't get into the 48K without dropping quite a few levels. I don't think the game suffers without it though, as it's more a puzzler than arcade game, and in testing you could often fall out just because you forgot which key to press given the isometric nature of the game - which seemed a bit unfair.

    I'm going to try and cram a final extra 7 levels into the game to get it up to 40 - nice round number and should just about fit. Given this limit if anybody is doing any more levels for the game at the moment can they let me know ASAP please? I'd rather take your levels over mine (your levels are just so much better than mine!), but wouldn't want anybody to be slaving away over any only for me to not have room for them left.
  • edited April 2009
  • edited April 2009
    You did a great job.

    I still had the idea of making this game too (as mentioned earlier) so
    I still might make my own version but yours will go enter the books as the first.
  • edited April 2009
    On level 8 the target is 37, I managed it in 9. Is this a designflaw?

    Solution in spoiler:
    Spoiler:
  • edited April 2009
    Dr BEEP wrote: »
    On level 8 the target is 37, I managed it in 9. Is this a designflaw?

    Blimey! I never saw that route!! I thought there'd be some levels the target could be beaten on, but I guess I was blinkered by how I designed it to be solved that I never saw the quick route.
  • edited April 2009
    bobs wrote: »
    Blimey! I never saw that route!! I thought there'd be some levels the target could be beaten on, but I guess I was blinkered by how I designed it to be solved that I never saw the quick route.

    Simple repair is to take out some stones at the left of startposition
  • edited May 2009
    I really like this game.

    I am now up to level 17 on this and finding it quite hard - 16 took me ages to do. How many levels are there altogether?
  • edited May 2009
    I think there's 40.

    I'm only on 23, but I've just got back into playing HL2:Deathmatch so that's taken a *lot* of time away from this :lol:
    Oh, no. Every time you turn up something monumental and terrible happens.
    I don’t think I have the stomach for it.
    --Raziel (Legend of Kain: Soul Reaver 2)

    https://www.youtube.com/user/VincentTSFP
  • edited May 2009
    This is a great game. I got upto level 23 on my first sitting. Thats a bitch of a level.

    Are there plans for a 128k version, maybe with a built in level editor?

    Graphics 9
    Sound 9
    Playability 10
    Addictiveness 10

    This would probably have gotten a Crash Smash in my eyes.

    Also a large level playing area would be great for this, I'm thinking like Gyroscope, or other large playing area isometric games. And maybe a time limit too. Theres so many ways to progress this type of game concept.

    Thanks for a great game.
  • edited May 2009
    FrankT wrote: »
    This is a great game. I got upto level 23 on my first sitting. Thats a bitch of a level.

    Are there plans for a 128k version, maybe with a built in level editor?

    Graphics 9
    Sound 9
    Playability 10
    Addictiveness 10

    This would probably have gotten a Crash Smash in my eyes.

    Also a large level playing area would be great for this, I'm thinking like Gyroscope, or other large playing area isometric games. And maybe a time limit too. Theres so many ways to progress this type of game concept.

    Thanks for a great game.

    Glad you are enjoying the game. :smile:

    I was intending of releasing a version of the game with the original editor built-in, but would probably keep it as a 48K version, just with not as many levels since I can't compress them in memory as they'll need to be editable.

    A fully-fledged 128K version with larger levels, scrolling or flick-screen, could be fun, but I'd want to try and take the concept further I think - turn it into a bit of an arcade adventure perhaps where you have to roll around the place, solving routes to get to various objects... something like that perhaps...
  • edited January 2015
    Just completed the game after two days being my way of escaping from the real life stuff, I only have two words, awesome game, a pity it took me so long to play it deeply.
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