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Sokoban
Posted: Wed Jun 03, 2015 10:30 am
by veethree
Hello. I've made a
sokoban clone.
Update 0.2
Changes:
- Conveyor belts!
- More bad pixel art!
- A whopping 2 new levels!
- HUD now has a fixed position at the bottom of the screen.
- Added a camera, which makes larger levels possible.
- Various internal changes
Version 0.1
Features:
- Original bad pixel art!
- A song! (also original and bad)
- A whopping 4 levels!
- Options!
- Fancy transition animations!
- Sound fx!
Screenshots:
0.2 screenshot
0.1 screenshots
Controls:
WASD / Arrow keys to move
r to restart the level
F1 to show developer console
F2 to take a screenshot
Download:
If you notice any bugs please let me know
Re: Sokoban
Posted: Wed Jun 03, 2015 7:11 pm
by davisdude
Very nice game! Could use a couple more levels.
Notes:
- Ratings on how you did would be nice Never mind, I see there are options. Could default to a bit bigger, though.
- Maybe a little bigger?
- Text on level 3/4 goes off the bottom of the screen
- Key repeat for movement would work well, I think
Nice job!
Re: Sokoban
Posted: Wed Jun 03, 2015 8:07 pm
by veethree
davisdude wrote:Maybe a little bigger?
davisdude wrote:Could default to a bit bigger
If you're referring to the default window size, the game picks the smallers resolution from love.window.getFullscreenModes(), Figured that'd be a good start since you can change it to your liking in the options.
davisdude wrote:Text on level 3/4 goes off the bottom of the screen
I didn't notice that on any of the resolutions my system supports, Perhaps i'll give it a fixed position on the screen instead of around the edges of the map.
davisdude wrote:Key repeat for movement would work well, I think
I messed around with that, But i found it was quite annoying after i added the sound effects. Might add an option for that.
As for the
whopping 4 levels, I plan to make some more once i iron out any bugs/issues. Thanks a lot for the feedback!
Re: Sokoban
Posted: Thu Jun 04, 2015 8:02 pm
by Joe Black
oh, it's cool
tile aren't very original but the whole is very net and clean, it is a pleasure to play
I wonder if you will add some other mechanics such as reverse action, a limited or unlimited number of actions.
I say that because when with precipitation you push a box a little to far, you have to restart the whole level.
I understand if you don't do that, here it works, level aren't too long. But I remember block that matter, I couldn't finish the game because little mistake made me restarting all the time...
also if you want royalty free music check incompetech.com
Re: Sokoban
Posted: Thu Jun 04, 2015 10:25 pm
by qubodup
These are actually some of the nicest animations and one of the nicest movement experiences I've had so far. no waiting to arrive on another tile before being allowed to make the next move, yet the animation stays smooth. NICE!
Re: Sokoban
Posted: Fri Jun 05, 2015 2:18 am
by I~=Spam
I agree those are some really nice animations! Good job!
Re: Sokoban
Posted: Fri Jun 05, 2015 12:35 pm
by veethree
Joe Black wrote:oh, it's cool
I wonder if you will add some other mechanics such as reverse action, a limited or unlimited number of actions.
Thank you! I'm not too fond of the idea of undoing actions. I feel like that would make the game too easy, Specially if you get unlimited undo's. If you know you can't undo, You'll think about each move a bit more. But i'll think about it.
qubodup wrote:These are actually some of the nicest animations and one of the nicest movement experiences I've had so far. no waiting to arrive on another tile before being allowed to make the next move, yet the animation stays smooth. NICE!
I~=Spam wrote:agree those are some really nice animations! Good job!
Thank you!
Re: Sokoban
Posted: Fri Jun 05, 2015 2:00 pm
by micha
Just in case you are interested or up for a challange: Some time ago I found a research paper on the
Procedural generation of sokoban levels.
Re: Sokoban
Posted: Fri Jun 05, 2015 2:52 pm
by kikito
Hey, I salute a fellow sokoban cloner!
Here's my Ludum Dare try.
http://ludumdare.com/compo/ludum-dare-3 ... w&uid=4031
I doubt you will be able to get inspiration from the puzzles, as they were about "connected worlds", which is not a thing in your game.