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Do you want us to make this game to an android app too?
Yes
 100%  [ 14 ]
No
 0%  [ 0 ]
Total Votes : 14



About the game:
The game is a challenging and addictive making puzzle game.
The goal of the game is it, to reach a platform, but you only have two steps, so choose wise, in which direction you go!
You will even be able to make your own textures and levels for it and have highscore tables.
The game is and will be available for PC, Android, TI-84+ and TI-83+

Project status:
We're in beta now, the game mechanics are pretty much fully implemented, BUT right now highscores, texturepacks, leveleditor, settings, etc. aren't made yet. The project is real big, we started it weeks ago, working every day at home and at school, have big real physical, and digital folders full of source code, assembly and axe listings, drafts, textures. One of my friends (Fabian Sölch) is helping me with the ideas, textures, levels and how the gameplay is going to be.

Programming:
Everything is written in Axe (with some assembly parts)
I'm using C / SFML style rendering code and the whole engine is built C styled like I would do in a modern environment, but everything is maxed out in speed and efficency. I'm using a main loop, dynamic callbacks, compression and decompression and more advanced stuff.

Current Version: z80-150404-a (download)

Latest Screenshot:


Keys, UI and explanation:
(Enter) = Select during menu
(Clear) = Exit
(Up)/(Down)/(Left)/(Right) = Move Cursor
The goal is to collect all black tiles with the least amount of overall steps.
But you have to reach any portal or black tile within two steps. The screen wraps. If you can't reach a safe place after the 2nd step, you will loose one live and the level will restart. If you loose all lives, you have to restart from level 1.

Blocks:
Below is a list and explanation of the blocks in the game:
- This is just plain void. Don't land on it with your 2nd step or you'll die!
- This is a tile. You have to land on each of them with your 2nd step (and all checkpoints) to solve a level. Once you stepped on one, it will disappear afterwards and turn into void.
- This is a solid wall. You can't step on or interact with it.
- This is a checkpoint. You have to land on all of them with your 2nd step (and all tiles) to solve a level. Once you stepped on one of them, it will turn into a platform.
- This is a platform. You can safely land on it. It won't disappear.
- This is a portal entrance. As soon as you land on it with your 2nd step, you will be teleported to a random one of its outputs. There are two portal channels, which look the same, but only teleport you to one of its child outputs.
- This is a portal output. You can step on it, but nothing will happen. It will just behave like a platform.
- This is a door. There can be multiple doors in one level, but when you step on a switch, only one random door will open and turn into void.
- This is a key. There can be multiple keys in one level; if you step on one, a random door will be opened.

- And finally, this is you!

Testing:
If anybody wants to be a tester, just download the latest beta version and if you encounter any errors or feature requests, just write them down here.

Completed:
- Survived all this time. I have now moved it to my new site.
- Portals
- Checkpoints (done in b050215)
- Platforms (done in b050215)
- Level decompression and compressed write (fixed in b050215)
- BCD level and data reading routines (fixed in b050215)
- Step limit
- Screen wrapping
- Level rendering
- Level changing (fixed in b050215)
- Basic program structure (redone in b050215)
- Doors (added in b090215, fixed in b300315x)
- Buttons (added in b090215)
- Toggleable tiles (added in b090215)
- Normal Platforms (added in b090215)
- Konami code (fixed in b300315x)

In Progress:
- Textures (pretty done with 'em actually)
- Keybindings (a few tweaks needed)
- UI (started in b110215, redone until b150404-a)
- Dialogs (redone in b300315x); some UI elements still missing (input box, etc.)
- Settings Menu (started in b110215)
- Levelpack structure (v3 in progress)
- Levelpack scripting language
- More levels! (last ones added in b300315x)
- Highscore table (started in b150404-a)
- Time limit (started in b150404-a)

Todo:
- stats, and hs tables, new file format v3
- Pause menu

Ideas:
- Customizable keybindings
- Option to add a walkthorugh to every level

Feel free to visit my project page.
That looks great, I'll definitely download it when it's done, I love puzzle games!
Muessigb wrote:
everything is maxed out in speed and efficency.

Oh yeah ? I'd love to see that >=]
UPDATE b090215:

- added doors
- added buttons
- added checkpoints that you have to reach
- added platforms
- added 4 new levels
- a few bugfixes
- compiled and uploaded new binary (download removed)
Nice work! Smile Is there a reason why that screenshot is dark rather than grayscale? Razz Looking pretty spiffy! Smile
Thanks, Mateo!
Its dark, because I switched from jsTIfied to Wabbit Emu.
Wabbit Emu has a way better screenshot quality.
UPDATE b110215:

- Fixed glitch, that allowed to cheat (You could have gone one step and then pressed Enter to trigger it, as if you landed on it with your 2nd step; No worries, Konami Code will be added instead Wink)
- Added dialog messages using dynamic assembly callbacks
- Fixed last level's portal positions
- Changed texture of door and button (now key)
- Started with the config menu (for you, it just displays "Comming soon!" - Don't notice the typo Razz)
- Changed in-game footer status text for readability
- Bugfix in level loading routine (removed wrong return statement in the middle of the levelrc block; how did that came there?)
- Added block explanations to the main post

Download the binary here while it's fresh.

Screenshot is here:
--Delete--
I just want to point out for the curious that Muessigb, along with AliceIsDead and a few others, is making an Android port of this game. There's a project topic right here:
http://www.cemetech.net/forum/viewtopic.php?t=11274
Honestly, this is just a beauty issue, but if you transport the character where the keypress directs when they win, it'll look better. that was a major problem with the PuzzPack game Pegs, among other things.
Yes, I guess so. I will be fixing it, but it is going to be hard and needs a big rewrite of the engine actually, as my engine is first drawing the last state and then internally "walks". When you press a key, the engine calculates the next position using an algorythm (trust me, its not just doing one step. there are so many possibilities and the portals and the doors need to be processed). Well, the way the engine works, is that if the currently selected renderitem asks to render a frame, the engine draws it and then executes every renderitems code, which is executed every loop. Its rather hard to do walking animations, UI and rendering, after a big state change like a level completion. It requires more assembly callbacks and more engine variables. But it is possible and I'm working on it. I don't want the game to freeze and the way my state saving engine and key processing works is only possible by using only ONE single main loop. Every item has minimal time to complete its action. I promised / claimed, that it will be optimised in speed and I will hold that claim / promise.
here's two simple solutions from an outsider's view:
  • check level completion last
  • after level is completed, update jump

As I said previously, I am an outsider to this project, and I don't know the nuances of your code.
JLovern wrote:
here's two simple solutions from an outsider's view:
  • check level completion last
  • after level is completed, update jump

As I said previously, I am an outsider to this project, and I don't know the nuances of your code.

Yes this is theoretically possible, sorry, I haven thought about directly calling the redraw code. Stupid me Sad
Thats actually the solution Smile

Thanks for your feedback Smile
A few day ago we estimated the total number of entered characters to be ~15.000 (yes, thats fifteen-thousand)!

Also in the next update, the redraw code is fixed and saving is added. Also the level pack is now a seperate file that can be edited using a text based edit program (actually just a tiny axe program with all the data in it, which just writes that data to a file; the small axe program can then be deleted afterwards).
These changes are all already made, but releases in the next version.

Have fun playing!
Muessigb wrote:
A few day ago we estimated the total number of entered characters to be ~15.000 (yes, thats fifteen-thousand)!
What do you mean by characters there? Number of letters in the text included in the program?

Quote:
Also in the next update, the redraw code is fixed and saving is added. Also the level pack is now a seperate file that can be edited using a text based edit program [...] These changes are all already made, but releases in the next version.
Great; I'm glad to hear that you guys are still working on this! Is it safe to assume that the Android version is keeping pace with the calculator version?
KermMartian wrote:
Muessigb wrote:
A few day ago we estimated the total number of entered characters to be ~15.000 (yes, thats fifteen-thousand)!
What do you mean by characters there? Number of letters in the text included in the program?

The number of tokens that we already typed (whole program code w/ manually encoded textures and w/o levels).

KermMartian wrote:
Quote:
Also in the next update, the redraw code is fixed and saving is added. Also the level pack is now a seperate file that can be edited using a text based edit program [...] These changes are all already made, but releases in the next version.
Great; I'm glad to hear that you guys are still working on this! Is it safe to assume that the Android version is keeping pace with the calculator version?

Yes, both are being continued, while the app is developing a little slower, as I want to build it around the textures that AliceIsDead is working on. I want to give AliceIsDead more freedom, what is going to be implemented, so I wait with the most of the actual App code until the textures are done (or at least completely planned).
We're heavily working on a new update. It will be release in the next time and will include many new levels and more game modes.
The binary link doesn't work for me...

Is it broken?
solarsoftware wrote:
The binary link doesn't work for me...

Is it broken?

Here's a new link:

http://backup.bmuessig.eu/www/download.php?id=TwoStep-z80
Looks nice! Keep it up!
  
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