I'm really sorry about this
Sep. 28th, 2012 08:06 pmApparently not feeling like he had unleashed enough suffering on the world, Qrostar - the creator of Hanano Puzzle - has released another puzzle game. This one is called Jelly Puzzle, or something like it, and will be instantly familiar to anyone who played the previous one - it features more coloured blocks and infuriating PxTone music in prime-numbered time signatures, this time with a higher-resolution Worms 2-ish aesthetic.

HOW THE HELL ARE YOU MEANT TO DO THIS
Have fun with this one, because this time around, non-Japanese speakers don't even get the benefit of instructions! Left-click to move a block left, right-click to move it right. Blocks of the same colour (blue, not-blue and other) placed adjacent to each other merge together. That's all I've been able to work out so far. The solution to level 1 is not among these things.
I'm not 100% sure as to the goal of the game yet (though it's probably to eliminate all the 1-block pieces), but after the last one, I think the only thing this author would ask you to do with jelly is attempt to nail it to the ceiling.
Get it here or here - and say goodbye to your brain.

HOW THE HELL ARE YOU MEANT TO DO THIS
Have fun with this one, because this time around, non-Japanese speakers don't even get the benefit of instructions! Left-click to move a block left, right-click to move it right. Blocks of the same colour (blue, not-blue and other) placed adjacent to each other merge together. That's all I've been able to work out so far. The solution to level 1 is not among these things.
I'm not 100% sure as to the goal of the game yet (though it's probably to eliminate all the 1-block pieces), but after the last one, I think the only thing this author would ask you to do with jelly is attempt to nail it to the ceiling.
Get it here or here - and say goodbye to your brain.
no subject
Date: 2012-09-30 01:46 am (UTC)Er, which is to say something like this. Or there's the Lua for Hanano Puzzle #29. I'm told that academic scientific programmers tend to write like this even when they're not half-asleep and doing complete one-offs, which is a bit scary…
(I did both of these, as I recall, without having had any coffee yet that day, respectively, which tends to leave my thoughts kind of meandering.)
no subject
Date: 2012-09-30 07:21 pm (UTC)I'm impressed with the jelly19 engine... I think I would only have been able to do it in a much more verbose way. Your C code is actually much more understandable than most I've seen, though, mostly due to the presence of vowels.
no subject
Date: 2012-09-30 08:16 pm (UTC)hana29is actually a strict subset, since I didn't need more than one wide block, more than one flower, or more complicated shapes for just the one part of the one level. I thinkjelly19implements the whole thing though, because level 19 of that game is complicated enough to need all the physics. (Well, it doesn't need multiple colors, but it felt better to put that in anyway.) I remember I ran it on level 20 afterwards (just alteringLEVEL_DESC) out of curiosity, and it found a solution similar to the one that I'd used, but better-optimized in moves, as one would expect from a mechanical search.Some of the opaque and/or sharp edges about the C are: my affinity for bit-twiddling showing through in the use of bitmasks for sets of small integers (the use of which is not described nearby and the limits of which are not enforced); the State type packing a block ID and a color into an 8-bit value resulting in some fragile shuffling of unsigned integers with unobvious interpretations; some crufty subexpressions that aren't factored out (like
'1' + (foo - MIN_BLOCK_ID)); the weird superfluous union of a 2D and a 1D array in Board; and just a general lack of semantic documentation. But it's sort of to be expected in context, I suppose.no subject
Date: 2012-09-30 09:09 pm (UTC)My own solver application (which I can now just use on arbitrary classes that extend State, which describe a game situation, the available moves, how to transition from one to another and whether this state is solved) started off in a rather similar way... it was written for a very specific puzzle (the Knight's Tour, actually, which I didn't look up the algorithm for). The class for sliding puzzles has now expanded to being able to handle puzzles with any shape and number of pieces, with any number of goal pieces.