New game - FISP
Dec. 23rd, 2011 09:44 amIt must be the time of year for miracles - I've just released something, and further, something that isn't a platform game. It's a smaller project, though - it's called FISP, and three of the letters stand for Impossible Sliding Puzzles.

Good luck.
This was a quick project born as a result of Professor Layton 2's final stages, where you're put through a variety of absolutely sadistic puzzles, a couple of which involve sliding awkwardly-shaped pieces around a board. When I gave up on being able to do them, I didn't turn to a walkthrough, and instead - being who I am - wrote a solver to find the solution for me. And a couple of months later, I realized that this was the perfect tool with which to construct my own horrific challenges.
And I remembered about it last week and finally stuck a full game together around it. Go in, slide things around, get in a rage, spread the pain around on Facebook and help me get some advertising revenue.

Good luck.
This was a quick project born as a result of Professor Layton 2's final stages, where you're put through a variety of absolutely sadistic puzzles, a couple of which involve sliding awkwardly-shaped pieces around a board. When I gave up on being able to do them, I didn't turn to a walkthrough, and instead - being who I am - wrote a solver to find the solution for me. And a couple of months later, I realized that this was the perfect tool with which to construct my own horrific challenges.
And I remembered about it last week and finally stuck a full game together around it. Go in, slide things around, get in a rage, spread the pain around on Facebook and help me get some advertising revenue.
no subject
Date: 2011-12-23 03:03 pm (UTC)no subject
Date: 2011-12-23 03:57 pm (UTC)My approach to writing solvers has basically been recycled ever since I did a senior honours project involving solving games of Solitaire - it builds up a tree of possible states, checking on each new possibility to see if the state has the goal piece in the goal squares.
When a state is added to the tree, a set of candidate states is added to a stack - states that it's possible to get to directly from that state by moving a piece one square in any direction. States in which pieces are now overlapping, or hitting walls, are immediately discarded, and states that the program has reached before are also removed by checking a hash map of previously visited states. It keeps going deeper until it can't make any more valid moves that don't take it back to a state it's gone into before, then goes back to the deepest state that still has possible moves (this is the curtailment of the possible outcomes).
And if/when you find a state that has the goal piece on the goal squares, you just ascend back through the tree to find the route that it took to get there. It's not the most efficient thing in the world, but it works at this scale (you could do something like prioritize states that come from moving the goal piece or freeing up spaces around it or something, but I didn't bother).
no subject
Date: 2011-12-23 04:05 pm (UTC)no subject
Date: 2011-12-23 04:38 pm (UTC)Depth-first search on the state graph? Not breadth-first plus heuristics?
(Sorry, I couldn't resist.)
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Date: 2011-12-23 04:54 pm (UTC)no subject
Date: 2011-12-23 04:59 pm (UTC)no subject
Date: 2011-12-23 05:07 pm (UTC)If it could select the most likely-looking state across all the paths it's generated each time, though... aaagh. Don't drag me back into writing this ;)
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Date: 2011-12-24 08:31 am (UTC)*ahem*
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Date: 2011-12-28 05:38 pm (UTC)no subject
Date: 2012-01-04 04:43 am (UTC)And you always “merge duplicates”; that's what makes it a graph of states rather than a graph of refcells of states.
Bwahahahaha!
(Er, ahem.)
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Date: 2011-12-24 02:08 am (UTC)I'll accept this as retribution for what I accidentally did to you with Story of the Blanks.
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Date: 2011-12-24 04:10 am (UTC)no subject
Date: 2011-12-24 06:43 am (UTC)no subject
Date: 2011-12-24 04:03 am (UTC)WHY WOULD YOU DO THIS TO ME
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Date: 2011-12-24 04:11 am (UTC)no subject
Date: 2011-12-24 04:17 am (UTC)I'm so sorry.
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Date: 2011-12-24 11:16 am (UTC)... until curiosity gets the better of me, thus validating the "killed the cat" saying a thousand times over.
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Date: 2011-12-28 10:09 am (UTC)And with that, I'm severely causing aneurysms just trying to create that in a puzzle mechanic.
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Date: 2011-12-31 01:58 pm (UTC)no subject
Date: 2011-12-31 02:54 pm (UTC)