Maze 4K

Hi Mike,

;D
I had made the 77 while you made that post!
Congrats to you, you beat me to it.

I’ve updated the game once more and now
it doesn’t count the dot when you remove
the line.

Best regards from

M.E.

If I click a person and then click him again the dot stays and it counts as one still. Not sure what you changed.

Also, what about this one:

[quote]EDIT: Ha! managed 23 as well. I had to do something that seems like a bug though or I only came to 24 Wink I had to push an item into the square where another person had stopped (and still stood).
[/quote]
Other than that. Nice game, hope you do good :slight_smile:

You must have the old one cached. I played it yesterday and it counted as 0.

Cleared the cache, didn’t change. Ah, well not a biggie as long as it works for new people :slight_smile:

Hi All,

First, I wish everybody a very happy new year!

New version is on java4k.com.

Due to the fix of the push-to-player bug I changed
the walking behaviour. In fact this behaviour was
something that I intended at first but it costed too
many bytes.
I made a decision to drop some colors in favor of
the walking change AND … TADA … a new level !!!

EDIT:

And when removing drawRect and replaced it with
fillRect (I used drawRect only once!) I saved some
more and could squeeze one more level in …

So …
there are now 12 LEVELS and I’m at 4095 bytes
at the moment!

The current high(low) score:
level 1 11
level 2 6
level 3 11
level 4 16
level 5 29
level 6 33
level 7 46
level 8 23
level 9 64
level 10 77
level 11 82
level 12 97

Have fun!

Best regards from

M.E.

How addictive this is.

Further optimization got me some bytes.

  • repetitive str=str+“blah”; combined into one
    final string str="…";
  • Each level had its own data that was assigned
    based on a switch/case. Combining all data in one
    string and indexed based on the level number
    saved a LOT!

Now I’m on 15 levels.

level 1 11
level 2 6
level 3 11
level 4 16
level 5 29
level 6 33
level 7 46
level 8 23
level 9 64
level 10 77
level 11 82
level 12 97
level 13 121
level 14 88
level 15 86

If no bugs are found and I can optimize some
more the graphics will be getting some attention
back. I liked the previous graphics better.

Best regards from

M.E.

Ah, you fixed so you can’t push items into where people stopped moving. is it then still possible for you to get 23 on level 8? I can then only get to 24.

Level 14 is a bit buggy, it either needs an explanation (only one person of each color can move and the rest will disappear but you cannot plan a route through a person that you know will disappear).

level 1 11
level 2 6
level 3 11
level 4 16
level 5 29
level 6 33
level 7 46
level 8 23 (I only manage 24)
level 9 64
level 10 71 (was 77)
level 11 82 (I only managed 84)
level 12 97
level 13 105 (was 121)
level 14 88 (only managed 100, need to try more ;))
level 15 86 (didn’t have time to test it yet, will come later)

Mike

Hi Mike,

In fact I used the unintended behaviour of the pawns to
create level 14. You have to make a selection between
the pawns that are given. Only one unique color can be active.
I agree that it could use some explenation but I could not
find the right words to explain it. (At least not with a couple
of words!)

Level 8 can still be done in 23 steps ::slight_smile:

Kudos on level 13 … I still haven’t figured it out how you
managed it !

Level 10 took me some time to find as well. Nice catch!

I’m still struggeling to get a 16x16 sprite going on
(I now use 12x12 that gets stretched on the canvas)

Encoding two small ints into one byte still gives me more
overhead than using a single String with all the data
in it.

Best regards from

M.E.

Managed the 23 pointer on lvl 8 finally, always moved the blue peon two/three steps as well but didn’t see the easy way to do it :slight_smile:

Also did 86 on lvl 15 so I agree to that.

level 1 11
level 2 6
level 3 11
level 4 16
level 5 29
level 6 33
level 7 46
level 8 23
level 9 64
level 10 71
level 11 82
level 12 97
level 13 105
level 14 76 (was 88)
level 15 86

Love your game, keep finding new ways to solve the puzzles:

level 1 11
level 2 6
level 3 11
level 4 16
level 5 29
level 6 33
level 7 46
level 8 23
level 9 64
level 10 71
level 11 82
level 12 97
level 13 103 (was 105)
level 14 76
level 15 86

Hello All,

New version is up on java4k.com.

Here you can find some techniques and the source
for those interested in the development of this game.

Worked on getting the graphics a bit better.

This resulted in the decision to work with a smaller
sprite but with a bit more color.
The 12x12 sprite gets blown up to 24x24 in game.
Previous version made it to 32x32.

The byte size is now 4032 and I’m going to attempt
to squeeze in just one more level …

Edit: Done … level 16 can be done in 49 steps

Have fun!

@Mike (Mickelukas)
Still have to find your path on 10 and 13 :slight_smile:

Best regards from

M.E.

Looks good, I wish you the best of luck in the competition :slight_smile:

I only managed 51 on lvl 16 :frowning:

If you give up on 10 and 13 give me a shout and I’ll send you screenshots of the solutions in exchange for lvl 16 :wink:

:smiley: You must be kidding me :smiley:
It is way too much fun to find your secret path.

I found it on level 10. Old paths die hard!
When I moved counter clock wise I managed it :slight_smile:

Now I’m on level 13 to get the 103!

Thanks and good luck with level 16.
I bet you will find it!

Kind regards from

M.E.

Hi Mike,

Found the path on level 13.

@ALL:
In case someone wants to cheat.
On this page there are links to a
possible solution.

Best regards from

M.E.

Ah, I wouldn’t have found the lvl 16 one because after some tests I thought the coins opened the left yellow gate and the button the right one, so my 2 extra steps were clicking on the button instead of collecting the coins.

Maybe make that clearer somehow? There are several levels with both a yellow button and yellow coins.

Mike

Hi Mike,

It is the last level, so it does not hurt if it is
a bit difficult. The logic of the disappearing gate:

From top to bottom, left to right. Which gate
comes first will disappear when either the coins
are up or the yellow switch is walked on.

There is a fine line between figuring out how things
work yourself and the help that is offered.
I still haven’t found the magic ratio.

It appears that my games are too difficult/complex
most of the time. That is why I’m using the 4k
competition to work on prototyping as well as getting
a feel for the fun-side of the game. If it has potential
to become a full-blown game.

The feedback that I’ve been getting from my friends
and family is that it is very difficult to predict where
the objects are going to end up when you make a line.
I’m planning another (non-4k) version of the game
where you have the arrow-keys move the player
and you see the movement of the objects in real-time.

Thanks a lot for your feedback and your score-improvements!
Much appreciated!

Kind regards from

M.E.

One last thing if it’s possible to fit it in :slight_smile:

It would be great to be able to continue with/redo a part of an already drawn path if you click on it’s last position instead of having to redraw the path from the beginning.

Especially when you’re trying to find the best path and end up having to redraw two or three people’s paths constantly.

Also, I don’t think the game is too difficult. It’s most of the time easy to finish the levels, the difficult lies in finding the perfect path, but that isn’t for everyone.

Mike