Sokoban Preview Release


joyrider

Active Member
Joined
Mar 29, 2006
Messages
589
Age
43
Website
www.willemssoft.be
Well i'm releasing a preview to my sokoban game for the gp2x.

The game is finished except that it's missing a lot of levels ! I'm doing the gameboy boxxle 1 and boxxle 2 levels for it but these are about 250 levels in total so it'll take a while before i'm done creating those.

anyway the preview contains 2 levelpacks. The gameboy boxxle 1 with only 10 levels created yet and the pimpernel one with the levels from pimpernel.com. in total only 24 levels.

but my main reason to release the preview is that you guys can get started creating levelpacks of your own. Any levelpack created before i finish the boxxle levels will be included in the final release !! so get going.

you also can create customn graphics for the levelpacks, as well as customize the menu colors to match your levelpack. Read the readme for more information and ask me if you don't understand how to create these.

i would be happy if a select few of you created some levelpacks from existing sokoban games. only the levels would be enough for a starter, you can if u like create your own graphics for it, It's not that hard.

The level editor is on the GP2X itself and it's pretty easy to use. (look at readme for the keys).

you can get the preview here :
http://www.willemssoft.be/zip/sokobangp2x.zip

and here is a screenshot of the boxxle level pack:
boxxle1.jpg


and here is a screenshot of the pimpernel level pack:
pimpernel.jpg


update:
will include a volume control in the next release forgot about it
 
That looks great, fancy graphics for a sokoban game. :D
I hope some levelpacks get created, I'd do it myself but can't use it until when I actually have a gp2x.
 
i would like to do some pre-existing level conversion, but i don't have a GP2X. is there a Windows-compatible level editor, or do i shop some up with pencil and graph paper, or...?
 
A windows based editor would be nice, as then we could work on it while at our boring jobs. Good job with the Sokoban remake, it looks good. :]
 
snailian posted on May 24 2006 at 08:26 PM said:
A windows based editor would be nice, as then we could work on it while at our boring jobs. Good job with the Sokoban remake, it looks good. :]

i'm looking into compiling a windows binarie. But i haven't been able to get it to work. I only started using C/C++ about 2 months ago so it's still pretty new to me but sooner or later i'll figure it out. I already tried installing sdl using mingw and cygwin but both times it failed :/ I think i still have a copy of Visual studio laying around so it could be possible that i can use that. Ive got some time to look into it for the moment will keep you guys posted
 
Last edited by a moderator:
joyrider posted on May 25 2006 at 12:33 AM said:
snailian posted on May 24 2006 at 08:26 PM said:
A windows based editor would be nice, as then we could work on it while at our boring jobs. Good job with the Sokoban remake, it looks good. :]

i'm looking into compiling a windows binarie. But i haven't been able to get it to work. I only started using C/C++ about 2 months ago so it's still pretty new to me but sooner or later i'll figure it out. I already tried installing sdl using mingw and cygwin but both times it failed :/ I think i still have a copy of Visual studio laying around so it could be possible that i can use that. Ive got some time to look into it for the moment will keep you guys posted

Hi Joyrider

I have a copy of Visual Studio. If you send me the source code I will TRY (I am a linux programmer and so don't have much experience with VS) to get a binary compiled for you.

Regards
mike

mike_coucher AT yahoo.co.uk
 
Last edited by a moderator:
SiIV posted on May 26 2006 at 04:15 AM said:
the game is shove it for megadrive

ah cool perhaps there can be a level pack created from it with the megadrive graphics, would be cool.

anyway i've been trying 2 days to get everything set up for a windows version and i finally got it all working. I had to redo quite a bit of code to get it to work. There is no joystick support for the windows version only keyboard sorry about that but my prefrence goes out the gp2x.

anyway here it is, it's exactly the same as the gp2x version except for a few functions which u won't see anyway. and of course the keyboard usuage be sure to check the readme to know the keys, i've tried to set up diffrent keys for one function so u can choose what keys to use. I hope i included all necesary dll files if not tell me i'll include them in the zip

http://www.willemssoft.be/zip/sokobangp2xwin.zip

so now u got no excuses more for not making levelpacks i for one will continue work on gameboy boxxle levels now ;)
 
Last edited by a moderator:
damn just noticed that there is something wrong with the level unlocking stuff, can anyone try to get to level 6 unlocked (so ending level 5) of the sokoban level pack and then go back to the main menu and try to play the level pack again, are u redirected to the first level again ? damn i'll look into it but would be nice if someone could test it

traced it down was a simple fix. will be in the final release, i currently have 20 levels done already
 
Sorry for the double post.

I have finished my first level pack. It is based on Shove It. It includes the entire first level (rooms 1-10). It also has custom graphics from the game.

Get it Here
 
Just a quick question:

What format are the levels saved?
There exists a Sokoban clone (which also has been ported to the GP32) with tons of levels, and they simply are created using ASCII code.

If your packs use a similar format, I could easily write a converter for them :)
 
whiskthecat posted on May 27 2006 at 06:29 PM said:
I have finished my first level pack. It is based on Shove It. It includes the entire first level (rooms 1-10). It also has custom graphics from the game.
Get it Here

Ah nice ! i like it I hope u'll finish the rest of the levels as well :)
for centering i just count the max horizontal parts & max vertical parts and then by knowing that the game can handle 20 parts horizontal and 15 vertical u can see where to start that's what i do.


EvilDragon posted on May 27 2006 at 07:02 PM said:
What format are the levels saved?
it's just a file with made up of object entries each object entry is 3 bytes long (for example "06 09 0A").
The first byte identifies the object : Player = 1, Moveable Box = 2, Wall = 3, Spot where to move the box to = 4, Floor = 6. (yes no id nr 5 i used that for something else).
then 2nd byte is the X Position (0 to 19) and the 3rd byte is the Y Postion (0 to 14)
so the example 06 09 0A identifies a Floor part on position X:9,Y:10)

shouldn't be to hard to make a convertor if the files are asci. i could do it myself if i had the levels in asci format, i don't know where to find them.

ive contacted someone who has done some levels for another sokoban game they are in asci as well, if he's ok with it i'm adding those as well, they are not that simple to play.
 
Last edited by a moderator:
I'd love to do some graphics + level packs for it, if you can wait till I recieve my GP2X, since I've been starting to learn Photoshop. I can do relatively nice backgrounds, here take a look (from my upcoming game (low resolution)):
digitabg2.gif
 
looks really great i wish i could do stuff like that then i could make stuff myself. don't worry about any time contraints doh. I still have lots of work with the levels i want to include and i might add some extra features like centering the levels. Even if u don't make it in time you could release your level pack as an add on no problem.

I've also gotten news from the creator of some sokoban levels saying that i may use them in my sokoban game, so i'll start makeing a convertor for the asci levels and include those levels with it as well.

So much work still left :)
 
joyrider posted on May 28 2006 at 09:06 PM said:
shouldn't be to hard to make a convertor if the files are asci. i could do it myself if i had the levels in asci format, i don't know where to find them.

Here you go :)
 
Last edited:
Back
Top