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Simple Sokoban Clone |
Eric Johnson
Member #14,841
January 2013
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Do you guys like Sokoban (the box-pushing game)? I sure do. I just found out about Sokoban a few days ago and decided to write my own simple box/block-pushing game. So here it is, my very own generic block-pushing Sokoban clone: Screenshots You can play it in your browser at https://thardus.xyz/blox/. It is VERY crude, but you can create new levels, save them, and play previously saved levels. I created the first 9 levels. I'm curious to know how difficult / easy people find them to be (they ramp up in difficulty, but only slightly). Controls This was created over two days' time. So think of this is a proof of concept. If it's well-received, I will spruce it up into something nicer. Update 1 Changes:
Update 2
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jmasterx
Member #11,410
October 2009
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Beat hardest level on my first try woo! Agui GUI API -> https://github.com/jmasterx/Agui |
Eric Johnson
Member #14,841
January 2013
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jmasterx said: Beat hardest level on my first try woo! Nicely done! Edit
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amarillion
Member #940
January 2001
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Yep, I finished all levels. I remember the original Sokoban as being much more difficult! But admittedly I was very young back then, so maybe that has more to do with it. It would be cool to see ranking of speed and number of moves. -- |
Eric Johnson
Member #14,841
January 2013
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The original is indeed much more difficult. Did you try the level editor? You can create and save your own levels for others to play. Maybe you could create some really challenging ones.
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SilverTES
Member #16,572
October 2016
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Good job, simple but very efficient, I completed all levels. ^^ |
Eric Johnson
Member #14,841
January 2013
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Thanks for playing, SilverTES. By the way, how's that Tower Defense platformer of yours coming along?
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SilverTES
Member #16,572
October 2016
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I'm working hard for make an first alpha version, working on the menu, controllers configuration, selection stage and in-game message system. Wow at first, it was just a little game I want to make for testing my engine, but it's very hard to stop adding new features. PS: my post thread was deleted, I need to make another for my game. |
Eric Johnson
Member #14,841
January 2013
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This thread? It wasn't deleted; threads just get locked after being inactive for a time (2 weeks, I think). Feel free to make a new thread. It looks like fun. I'd love to play it someday. Edit
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GullRaDriel
Member #3,861
September 2003
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Wonderful job Eric :-D I played with it a bit and it was very cool, fluid and responsive. Thanks for sharing the source BTW. "Code is like shit - it only smells if it is not yours" |
Audric
Member #907
January 2001
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Undo would be nice, even a single-step Undo would be a welcome when you press the wrong key (or one step too many). I wonder if people who create sokoban puzzles can use a reverse engine, where you start with a finalized state, and have the option to drag crates behind you ? |
Eric Johnson
Member #14,841
January 2013
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GullRaDriel said: Wonderful job Eric :-D I played with it a bit and it was very cool, fluid and responsive. Thanks for sharing the source BTW. Thanks for playing and thanks for the nice comments! You're welcome for the source. I always get a kick out of reading source code from TINS games and the like, so I figured others would feel the same about my source. You never know what hidden gems may await in source code, so reading it is always fun, I think. Audric said: Undo would be nice, even a single-step Undo would be a welcome when you press the wrong key (or one step too many). I wonder if people who create sokoban puzzles can use a reverse engine, where you start with a finalized state, and have the option to drag crates behind you ? That's a good idea. I'll see if I can implement an undo feature over the weekend. And that's an interesting concept--a reverse puzzle! Edit
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Audric
Member #907
January 2001
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It works quite well. |
Eric Johnson
Member #14,841
January 2013
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Audric said: I'm not completely sure the crate movement is best (it jerks forward, rather than smoothly follow the player). Maybe it's helpful for stopping precisely, I haven't played enough to make up my mind. Pushing a block smoothly just wasn't as visually appealing as jerking it forward (as if it's being kicked abruptly or something), especially when I added sound effects. I might change it though if others feel differently about it.
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