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Cart #31530 | 2016-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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:

P#31532 2016-10-23 06:31 ( Edited 2016-10-26 09:03)

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.

P#31543 2016-10-23 10:56 ( Edited 2016-10-23 23:13)

Can you explain the scale-shifting mechanic a bit? I can tell that I'm changing sizes when I go through doors, but I don't have an intuitive mental image of what's happening

P#31552 2016-10-23 15:01 ( Edited 2016-10-23 19:01)

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.

P#31555 2016-10-23 15:36 ( Edited 2016-10-23 19:36)

@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?

P#31589 2016-10-23 18:14 ( Edited 2016-10-23 22:14)

Ugh, Jesus. Ditto what AlbeyAmakiir said; I didn't notice that wet t-shirt remark before, that's super shitty. Please don't boyzone up this place with that kind of casual sexism bullshit.

P#31592 2016-10-23 18:43 ( Edited 2016-10-23 22:43)

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.

P#31595 2016-10-23 19:12 ( Edited 2016-10-24 01:22)

I know you didn't mean any harm. That doesn't stop it from doing harm. (Kind of like bumping in to someone. Few people intend to, but it still sucks. Don't worry, I'm not saying that alone makes you a bad person.)

P#31628 2016-10-23 22:44 ( Edited 2016-10-24 02:44)

NP I've moved on. I get to drinking with Chris at the club and sometimes we say things. Didn't mean to offend.

And no, it takes a lot more things to find out that I'm a bad person. I'm sure you'll stick around long enough to see them. :D

P#31630 2016-10-23 22:47 ( Edited 2016-10-24 02:48)

I really like this, it's like an Alice in Wonderland fractal maze. It's hard to tell the layout of the random mazes usually.

P#31650 2016-10-24 07:12 ( Edited 2016-10-24 11:12)

Albey, I had a question. Trying out your code. Do the rooms get bigger on the inside ? And - can you explain how you wrote this ?

Like if someone had paper and pencil, what are the mechanics involved in reproducing it.

P#31668 2016-10-24 14:49 ( Edited 2016-10-24 18:49)

I gave a sort-of explanation of what's going on (without delving into algorithms or anything) here: Vaguely insulting long-dead philosophers

P#31798 2016-10-26 05:03 ( Edited 2016-10-27 01:06)

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