Sokobuino - a Sokoban clone

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Sokobuino - a Sokoban clone

Postby martinsustek » Sat Jun 14, 2014 11:05 am

Hi,

I've reimplemented my Sokoban game from Uzebox. I don't have much time to write details about it, so just try it or look at the attached sources.
There are 600 levels from David W. Skinner (Microban, Sasquatch) and Joshua Taylor and Ian Parberry (results of "Procedural Generation of Sokoban Levels"). I hope you enjoy.
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sokobuino.zip
Sokobuino source and zip
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Re: Sokobuino - a Sokoban clone

Postby rodot » Sat Jun 14, 2014 11:48 am

Wow, that's really cool!

Really nice code, well done. Would you mind if I add it to the example games ? It'll be shipped in every Gamebuino, you'll be a super star ;)

PS : I saw you made a "text_print_number" function, you know you can directly print numbers using gb.display.print ;)
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Re: Sokobuino - a Sokoban clone

Postby martinsustek » Mon Jun 16, 2014 8:04 pm

Yes, you can include my code in examples. Code is relatively old, I did this game on two AVR based consoles before and this is why I use text_print_number and similar obsolete functions.

If you will modify the code somehow, please retain the info about original sources of level design. I can also send another levels and compression program if anyone is interested.

I wanted to include 999 levels, but Arduino is little more flash expensive than I tought and 600 levels seems to be near the maximum to fit in flash. Personally, I have solved approx. 70 of them yet. Having Gamebuino in mind, it will be better to load levels from SD without the need of compression and possibly thousands of levels but this is how I did it on the other projects. And it will also work without the SD.
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Re: Sokobuino - a Sokoban clone

Postby rodot » Tue Jun 17, 2014 6:07 am

Sure I wont remove any credit just because I did a few minor changes. I'll update your code and include it in the next update. Thanks!

By the way I was thinking that it would be fun to store a "score" for each level (something like 100 - number of pushes - number of moves) instead of just finished/not finished, as there is a lot of empty space in eeprom.

Yeah I think 600 levels is already enough :P
By the way did you manage to solve the level 8? I start to think that's it's not even doable...
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Re: Sokobuino - a Sokoban clone

Postby ripper121 » Tue Jun 17, 2014 9:04 am

Can you make a Screenshot and upload the ELF file.
We have a Template so pleas do it like in the Template
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Re: Sokobuino - a Sokoban clone

Postby rodot » Tue Jun 17, 2014 12:10 pm

Well, the template is not mandatory, it's just if people want to appear in the official game list (not existing yet hem hem).
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Re: Sokobuino - a Sokoban clone

Postby ripper121 » Tue Jun 17, 2014 2:00 pm

Unbenannt.png
Unbenannt.png (21.35 KiB) Viewed 11904 times


Screenshot ;)
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Re: Sokobuino - a Sokoban clone

Postby treflip » Sun Jul 27, 2014 6:02 pm

Just wanted to say thanks for posting this game. It is very fun! (was hoping to finish but now that I read there's 600... it may take awhile!)
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Re: Sokobuino - a Sokoban clone

Postby Sot0 » Mon Jul 28, 2014 4:23 pm

Hey, nice Game, i made a Gameplay Video of it, you could use it in your Post, so people can see how the Game looks on the Gamebuino.

https://www.youtube.com/watch?v=3UG5FVC ... e=youtu.be

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Re: Sokobuino - a Sokoban clone

Postby stefanvermunt » Tue Jul 29, 2014 9:29 pm

Hi martinsustek,

Thanks for porting this game to gamebuino!
I have received my gamebuino yesterday and i tried your game today.
I really really like it.. but i have one problem with it.

When i start the game it seems like my gamebuino settings get lost.
My display gets darker then it used to be, and when i open the settings after playing your game
it shows a message "Default settings restored"
My guess is that the problem has something to do with eeprom.

Also.. i had to update the code with the new functions like gb.display.cursorX and gb.display.cursorY instead of gb.display.CursorPos(x,y);
Is it true that this code is outdated, or am i doing something wrong?

Thanks for your time :)

Greetings Stefan
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