software OS4 : FlowerWay - puzzle based on moving doors released!
posted by mrdarek on 17-Mar-2012 19:58:46 (2352 reads)
I want present my new game: FlowerWay. Your game goal is get out from labirynth with many doors. There are some rules to open doors - you can push it, you can walk near from proper side (think about closing door after you...). Doors can also change position by interacting with self... Doors very like hiding on the walls :)
There is implementation very fascinating game oryginally created as online flash game. Now you can play it natively on AmigaOS4 thanks to code in PortablE.
Not always my game selection for coding was best, but I'm sure - that game you must like! I'm interested what users think about my new production so please give me feedback here. And usually I thanks Chris Handley - without him this game can't be realized.
I found first issue in my game - every level can take up to 10 Mb graphics memory and not release it, so after some levels it can be trouble for some systems... I must consulting this with ChrisH - and I'm hope that he can solve this unexpected discovery... So please watch on your GFX memory usage...
Last edited by mrdarek on 18-Mar-2012 at 07:48 AM. Last edited by mrdarek on 18-Mar-2012 at 07:48 AM.
Status: Offline
ChrisH
Re: FlowerWay - puzzle based on moving doors released! Posted on 19-Mar-2012 22:10:22
@mrdarek This is a pretty neat game, and a deceptively simple puzzler. Looking forward to seeing more levels, and improved graphics (e.g flicker-free animation, and hopefully something other than a flower to represent the player). Perhaps you could also allow mouse control, by letting the user click the next square to move to?
_________________ Author of the PortablE programming language. It is pitch black. You are likely to be eaten by a grue...
Status: Offline
mrdarek
Re: FlowerWay - puzzle based on moving doors released! Posted on 20-Mar-2012 7:25:11
OK; Some request are realized in 0.7 release (now on Os4depot): gfx sync and up to 15 levels - level 15 is very hard :). For sprites in near future I can do options select player sprite - it can be.... boing ball!!! :) or maybe invisible "ghost" sprite for hardcore players... Some other ideas also can be realised e.g. mouse "mover" - but in that game, like for example sokoban or some similar games - cursors work best... I also inform other users - Chris work on fix gfx memory usage - after success applied path I release next version....
Last edited by mrdarek on 20-Mar-2012 at 11:43 AM. Last edited by mrdarek on 20-Mar-2012 at 07:32 AM.