Treasure Tower - Flash edition
Jul. 3rd, 2010 02:21 pmSpurred on by an offhand comment on Fusion Roundtable, I spent this week hammering at one of my old games to convert it to a Flash project.
Treasure Tower - Flash edition
Not a whole lot of the game had to be changed to allow it to be converted - most notably all the music and sound actions had to be replaced and I had to modify the way it saved so that it was allowable in Flash - I'll post a fuller article on what I had to do to convert it later on. Otherwise, most of the work just went into polishing up the presentation a bit. It's also now connected up to MochiMedia and its high score boards, so you can still compete with other players for the best times and other records - I've even gone as far as trying out sharing it on Facebook.
I must say that I quickly found myself on the receiving end of karmic retribution for scoring the game entirely with Scott Joplin ragtimes, because all I can hear in my head now is endless manic piano music - for the benefit of everyone else, as special consideration in this version, I've put in the option to make it stop.
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Date: 2010-07-03 06:52 pm (UTC)If I can suggest, I noticed that the text in the instructional pages refers to "Button 1" as opposed to "Shift", and only displays the first line of text on each page. It could be just my computer - running Firefox on Kubuntu, Flash version 10,0,22,87.
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Date: 2010-07-03 08:44 pm (UTC)no subject
Date: 2010-07-03 08:47 pm (UTC)I think that the differing fonts between opreating systems will be the problem that you're seeing (although I should have caught that "Button 1" mistake...!) - I tried to catch everywhere where that happened, but it looks like I missed that. Never mind, Linux people will be the most likely to get the idea without instructions anyway ;)
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Date: 2010-07-03 09:28 pm (UTC)no subject
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Date: 2010-07-03 09:38 pm (UTC)I take it (from the fact that I saw a level twice) that the spinning numbers arbitrarily decide the contents of the floor that you're about to see? What a subtle way to make people feel as though they're at the mercy of the machine ;)
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Date: 2010-07-03 10:55 pm (UTC)If you want a glance into how it works - each number consistently corresponds to a specific room. What the game does when you select a tower is to dump a load of room numbers into a list - the possible rooms vary between each tower, with the later towers starting out with all possibilities, but most towers use just subsets of the full selection so that very hard rooms don't appear in the Novice mode, for example. Then, each time the room selector comes up, a random number is removed from that list and displayed before you're sent off to play through the level that has that number.
And I never really made that connection in my head, but... that's perhaps a good way to summarize it :)
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Date: 2010-07-03 11:40 pm (UTC)And, I guess the number that comes up is then modulo the number of available levels?
Oh, and -- I guess every level has a food point in it, and it's just empty if it's not a "food" level?
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Date: 2010-07-04 12:09 am (UTC)The room numbers actually have no strict assignment or order, though some of the numbers were chosen according to the room (001 is the first level that I made for the game, any repetition of three numbers is a bonus treasure room) - I remember keeping an Excel spreadsheet of the numbers that I'd used so far, and how those numbers mapped to the actual "physical" order of levels. There are two hundred rooms, a little short of the thousand possibilities that I had in the reels!
As for how you got a room twice in the same run... I'm not sure, can you remember which one it was? I haven't encountered that during my testing and it's not meant to happen, but some of them share similar visual designs. As you can imagine, I'm familiar enough with each and every room to tell the difference.
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Date: 2010-07-04 04:28 am (UTC)I think the enemies were the weird ghosty thing in your thumbnail.
Ahhhhh, so... I fell for your spinning tumblers in assuming that the number was picked before the level! ;) I understand now.
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Date: 2010-07-04 04:15 pm (UTC)I had a look through the levels and realized that there were two very similar "ghost" levels in particular, with roughly the same layout but one with horizontal ghosts and one with vertical ones... I'm going to hope that this is what you saw! Though people have been mentioning problems with the Random mode later on, so there might be something off about the selection...
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Date: 2010-07-04 06:48 pm (UTC)no subject
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