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Posted: Sat Nov 05, 2005 11:41 pm
after i have played MagicSokoban, I want to implement it in Rnd.
The algorithm is easy, but moving the player and drawing some extra elements is up to now a mystery.
I code it and send the source to Holger this night.
Posted: Mon Nov 07, 2005 12:20 pm
And what is the difference between MagicSokoban and normal Sokoban?
Posted: Mon Nov 07, 2005 7:59 pm
Posted: Mon Nov 07, 2005 10:27 pm
After you click on a "lamp" you can click on the destination.
The player moves automaticaly.
You can get the demo version of MagicSokoban from the web.
Feature of MagicSokoban is now ready
Posted: Wed Nov 16, 2005 10:05 pm
The feature of MagicSokoban is now ready.
I have upload the source and executable to zomis-rnd-file-archive.
Put the SokoElements.pcx in the classic graphic folder.
Choose Sokoban as your levelset and click on a pushable "Lamp".
Now click on the target point. You will see.
Ok, the graphics are not the best. You can replace it.
GameOnWork are always implemented, try:
> rocksndiamonds -gameatwork
And door problems should never exists for a long time.
(Extra loging in Debug Mode)
During coding I have the problem to move the player.
And the solutions are not very good.
a) Simulating a key input (in events.c)
b) Moving the player with the existing routines (in game.c)
Search for "#HaG"
May be its behaviour is a little bit strange or buggy.
May be Holger can take a look on the code, and may be he can inherit in the next version with some improvements.
Makefile to build Sokoban Magic
Posted: Sat Nov 19, 2005 6:07 pm
I have upload a Makefile to build the executable.
I hope this help, up to now I can't test it.
All changes are marked with "#HaG" and new files are added.
Please try it.
Posted: Sun Nov 20, 2005 5:37 pm
Nice, really nice!
Posted: Wed Nov 23, 2005 7:49 pm
What should I do to look at this? I duplicated my RnD folder, unpacked the rndtest to is plus the makefile, but an error appears.
rndTest now native on windows
Posted: Mon Nov 28, 2005 9:22 pm
I upload a new version of RndTest to zomis file archive.
It's now native for win32. I have tested this on several PC's.
For the "GameAtWork" feature try:
> rndTest -gameatwork
For the "Sokoban" feature try:
> rndTest -sokomode 0 (sometimes player run dont end)
> rndTest -sokomode 1 (stable)
Switch of Sokoban feature with:
> rndTest -sokomode 2
Of course, you can combine these options.
Test the levels included - with Zomis not requested surprise;-)
I build this version with mingw. (only bmp2ico missing).
But I dont know why the executable is so big. It seems that no SDL.dll is needed because it is linking static with it. Can you give any hints about this?