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Socoder -> In-Development -> Picross VS

Sun, 28 Sep 2014, 17:46
cyangames
Arghhh. That bloody ideas fairy strikes again...

Whilst I should be working on tidying up there are everywhere, my mind wandered off and thought to itself,

"Let's tinker with that other game idea you had, get something working on screen, y'know just to check how this idea will work"



The picross part of it is all working nicely for 1 player, just needs the win check which should be fairly simple to sort out.

Plan is that each player will start in the opposite corner of the level.

  • Digging up succesive squares quickly increases combo score.

  • Digging up the wrong ones reduces score more each time a mistake is made.

  • Marked squares can be dug up by an opponent.

  • Final bonuses are awarded depending on how many squares you dug up in the level.
Probably Red vs Blue or something in the end, will see what works out best

I did get a bit of tinker time on They Are Everywhere on Friday and Saturday, so the endings are now finished, huzzah!

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 29 Sep 2014, 01:21
rockford
Looks good

I can't get my head around the Vs bit though...


I love Picross, hence I've also worked on a Picross game recently for Pandora.


View on YouTube

Filmed at 30FPS (so half speed video )
Mon, 29 Sep 2014, 01:26
cyangames
Ohh, that is rather shiny there!

I don't have the scrolling grid on mine yet but I don't think I could work that in with two players.

Hoping that the gameplay will emerge from competitiveness between players. Turning what is considered to be more a longer term game into something more fast paced.

Thinking about that I'll need some sort of handicap system in place so less skilled players can still compete. Probably just a points offset towards one player or another.

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 29 Sep 2014, 05:13
Jayenkai
2007, guys.. Keep up!! https://jayenkai.socoder.net/GameList.php?ShowJust=87
I like the idea of a battle-Picross, though. That sounds fun!

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Mon, 29 Sep 2014, 05:22
rockford
Nice

I never could get into Picross Colour, dunno why.


I did A quick Blitz version in 2009 too - https://www.blitzbasic.com/Community/post.php?topic=84522&post=957551

I probably beat 2007 when I did a version of Mario Picross in Div. Unfortunately all mention of Div Games Studio (and my games) on the internet has been obliterated over time. I've probably got it on a CD somewhere though

|edit| An interview in 2005 mentions my Picross game. So Yeah, beat ya! - https://www.burgertime.info/html/IanPrice.htm
Mon, 29 Sep 2014, 05:49
Jayenkai
I hadn't fully discovered Picross, back in 2005!

I'd played Mario Picross once or twice. Had one of those old "Chinese Multigame GameBoy" cart things, and it was on there, but.. .. I never understood it, and never gave it the time of day! Far too busy playing the good games in the selection... (Albeit, most of them were pretty shite, too!!)

Took the DS edition before I discovered it properly, and then I was hooked!!

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''Load, Next List!''
Mon, 29 Sep 2014, 06:02
cyangames
Ohh, colour picross eh, nicely!

Not sure exactly when I first played it but I did play on the Gameboy and SNES versions.

Think this idea spawned from playing a lot of that Tetris Battle Arena on the OUYA of late.

Not a fan of it's micro-transactions for in-game currency but the game itself is a nice twist.

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 29 Sep 2014, 06:02
rockford
It's an amazingly simple game that just gets its claws in and won't let go.

I'm still buying (and playing) Picross games even now (Picross e1-e4 on 3DS) are my latest. I'm totally addicted to Picross 3D on DS though - I've been through those 300+ puzzles half a dozen time. Just love it.
Mon, 29 Sep 2014, 06:05
cyangames
Aye, I remember my play sessions on it being pretty long! So far got the levels all loading in from bitmaps, makes things so much easier! Gonna have a lotta fun with level generation / more pixel goo in tattyshop

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Web / Game Dev, occasionally finishes off coding games also!
Tue, 30 Sep 2014, 18:00
cyangames
Added the starting points of a working menu and drew up some puzzles tonight, 25 monochrome 16x16 beasties!

Pondered over elemental cursors having differing abilities

Freezing blocks makes them slippy

Flaming blocks stop you for a moment

Wind blocks push you around a few blocks before you can do anything

Earth blocks shake up your movement controls for a moment or two

But, I'm not too sure about it now to be honest, might be over complicating things. Will see how it turns out.


Goodnes knows how I'll do AI yet. Probably based off randomness to a large degree

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Wed, 01 Oct 2014, 00:48
Jayenkai
That sounds awesome
Wed, 01 Oct 2014, 01:40
rockford
It does indeed sound cool.

Is it done yet?
Wed, 01 Oct 2014, 02:51
cyangames
Ahh, I'll put that feature in then Might leave a plain one there just because, y'know, stuff.

(Might have saved the project to my dropbox so I can slyly code on it later today in the office, hehehe)

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Wed, 01 Oct 2014, 03:00
rockford
(Might have saved the project to my dropbox so I can slyly code on it later today in the office, hehehe)


You da man!
Wed, 01 Oct 2014, 03:14
cyangames
LOL Just noticed it's October the 1st which means the Ludum Dare make a game and take it to market in a month challenge has begun.

Guess that's a thing then now

Eurghh, so many unfinished games to code up!

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Thu, 02 Oct 2014, 17:32
cyangames
Okies, this may as well turn into a devlog of sorts, so here it goes, these things tend to keep my motivation up so It's worth doing for me anyways

So far there's now 53 levels ready to play in classic picross mode, I want to have 100 in there before releasing it and I'll probably bung some sprites from other games in there to make up the total if must.

My placeholder menu screens are working nicely with simple transitions to boot and need a lot of tarting up at some point, possibly this weekend, I'm not sure. (I should probably focus on other elements first)

Classic Picross Mode is the only one I've got working, with up to a 16 x 16 grid. Not too much, perhaps at little too little. I guess I'll find out on that one later on

Played through a few puzzles and the time loss per error increasing is a-okay, needs some sfx and colour changes on the timer to signify it but, that'll come along later.

I'll probably put that mobile standard thing of a star ranking for each level, based on time remaining when completed.

I'm finding it fairly easy to complete the levels within the time limit, although I have the advantage of knowing what lil sprites I've made so it's a little too fair for me.

In general. Needs more stuff, tarting up, levels and AI.

Might just go for microconsoles with this, although, 2 players on a keyboard is an option I suppose. I can't imagine many pc gamers with 2 joypads. I'll see. Not bothering with achievements,etc this time around, want to make this a tad quicker than I normally do

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Fri, 10 Oct 2014, 04:18
cyangames
Picross VS is coming along nicely btw, up to 100 16 x 16 levels in the classic mode, the GUI is looking a little nicer also

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Web / Game Dev, occasionally finishes off coding games also!
Fri, 10 Oct 2014, 06:42
Jayenkai
woot! 100 levels!! Can't wait to play.