Made for the Sydney NSI Game Jam 11 in Australia.
The theme was Mad World, and the t-shirt was bloody awesome.
I made a non-Euclidean maze.
It's not so much a game as it is cool tech with flimsy gameplay.
I have not worked out my math brain this hard for a long time. So much math debugging. D:
This is really exceptional ! Joke retracted
If you're stuck on applications for this code of yours, I'm thinking 2D Resident Evil, where you explore rooms for artifacts, clues, and monsters.
And yes, sometimes that math is REALLY hard to figure out. I'm still fighting TileMaster in BlitzMAX. Making this Mother-Of-All-TRX routines.
But, I'm not getting it. What I want to add is so advanced - I just don't have the coding capability.
Well done on this maze maker of yours, Albey.
Oh man, that's fantastic! Took me a bit to figure out what was going on with the basic idea of door-size mapping to scaling factor when you go through to the next room, and then it clicked and I got a good solid laugh out of it.
Skin this up a bit, add in a minotaur, and you could make it into an unofficial House of Leaves licensed adaptation.
@dw817 I can't believe you said that, either. Please don't.
@2darray Say you have a room with two doors, one bigger than the other. But these doors are linked. If you enter one, you come out the other at the same relative scale to the door frame. Effectively this makes you change size, but from your point of view, the "next" room is a different size. Does that help?
Wow sorry, didn't mean to offend. Let's just drop it then.
In any case, it is an excellent program, Albey. I can definitely see this being used for building a 2D topview Horror-Suspense adventure type game like Resident Evil or Silent Hill.
If you're curious, they did make a Resident Evil remake for Gameboy Color of all things. :) You can find that here.
Looking more at it ... It's also similar to the reboot they did for Alien 3 for the original Gameboy.
Your program would really shine for these.
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