Wednesday 25th March 2009 XorGramana-0.0.7 * Graphic enhancements such as wall edging, and new floor and wall textures (depending upon level being played). * A few new levels ranging from easy(ish) to more difficult. Some levels re-arranged. * Object behaviour for objects corresponding with those from Xor is identical (touch wood). * You can now play all 15 Xor levels in XorGramana (Press 'x' in menu screen to access them). * Menu system now working properly. * New XorGramana interweb home page and help reference. XorGramana Home Page: http://www.jwm-art.net/XorGramana Direct Download: http://www.jwm-art.net/XorGramana/XorGramana-0.0.7.tar.bz2 XorGramana is a game by jwm-art.net based upon Xor (an 8bit game circa 1990). It's a logic puzzle word game set inside a series of mazes. It's released under the GNU GPL (even though I've forgotten to include a copy of the GPL in the archive) and will run on GNU/Linux systems with the SDL development packages installed. Chars, James.
/A/ /M/A/G/N/I/F/I/C/E/N/T/ /P/L/A/C/E/
17:27 Wednesday 25 March 2009
16:55 Wednesday 18 March 2009
Just a quick update:
From really struggling with the checks for gravitating objects around the site of a bomb explosion in XorGramana, I discovered a bug in XorCurses: it was missing one of these checks such that in a certain situation a gravitating object (ie a fish or chicken in XorCurses) would remain motionless after a bomb had exploded what-ever-it-was that had previously blocked the gravitation path of that object - it would just sit there!
Just go to XorCurses - the latest version (at this time http://www.jwm-art.net/art/archive/XorCurses-0.0.7.tar.bz2) will always be down-loadable from there, from now on.
I'd better mention that this bug did not effect atleast the first eight levels. I don't know if it would have effected levels nine to fifteen or not because I have not yet completed them.
16:35 Wednesday 18 March 2009
'ello new unofficial release of xorgramana: 0.0.6 http://www.jwm-art.net/art/archive/XorGramana-0.0.6.tar.bz2 i hear you all asking "what's new since last time?" well it's like this: BOMBS EXPLODE! REPLAYS REPLAY! UNSUPPORTED OBJECTS GRAVITATE UPON STARTING MAP IN A LITTLE SHOW-OFF ANIMATION TYPE THING A FIRST LEVEL WHICH IS HOPEFULLY PLAYABLE FOR NEWBIES A SECOND LEVEL WHICH HOPEFULLY IS PLAYABLE FOR THOSE WHO COMPLETE THE FIRST AND STILL WANT TO PLAY A THIRD LEVEL WITH A WITTY NAME BUT OTHERWISE UNDESIGNED A FOURTH LEVEL THAT WAS THE FIRST LEVEL LAST TIME A FIFTH LEVEL THATS SO HARD YOU'LL NEVER EVER BE ABLE TO FIGURE IT OUT what else? what else? well, POTENTIAL MAP DESIGNERS TAKE NOTE: ALL THE LETTER OBJECT BEHAVIOURS ARE NOW DEFINED AND UNLIKELY TO CHANGE wtf? oh sorry, xorgramana is a logic/puzzle game based upon Xor with the code base from XorCurses (see http://www.jwm-art.net/light.php?p=XorCurses). Unlike XorCurses, XorGramana uses the SDL library so it has nice graphics instead of ASCII characters. XorGramana is a logic/puzzle game set in a maze where each maze you must escape from by using your two players to push objects around and stuff like that. once you've pushed the objects around and formed words (kinda like an anagram but not much at all, kinda like a crossword but not much at all) then you can escape the maze. you have a limited amount of moves to do so but all the time in the world. ...... REX: linux, X, SDL development packages (specifically, SDL_image, SDL_gfx), GNU make, gcc. INST wget http://www.jwm-art.net/art/archive/XorGramana-0.0.6.tar.bz2 tar -xjf XorGramana-0.0.6.tar.bz2 cd XorGramana-0.0.6 cat README | less make /xorgramana ----------------- coming soon when i can be bothered: http://www.jwm-art.net/XorGramana regards james
16:29 Wednesday 18 March 2009
kanban do man can do that 2 dot cut pulse rhythm blit flit blit flit pulsing ambiently stroking jojo's do but i don't have no vocab full a poncy words like like words i don't don't 'ave. 'tis phut my languishing language not in moose, mouse ark splatt rumbling blit flit jittering shop, drop cobbles down blit flit split no vocab full a poncy nerds like like the nerds i don't don't don't know or socialize wiv. lies on the forna, floored. tits up bad tis it inversed in verse sn sn nacho quaint trip tock-tick toxic glob gubbings
Find more poetry at http://pganickz.livejournal.com/.
13:49 Saturday 14 March 2009
Hello? Alright mate is Tom there? Who's Tom? 'As 'e 'anded in 'is dissatayshun yet? I don't know. Who do you think this is? Ain't that Professor Skytpes? No. ... ... ... Hello? Hello? YOU DON'T KNOW WHO I AM! Hello? YOUR FEAR CANNOT CONTAIN ME! Uh? I CONTROL YOUR FEAR! I WILL BE YOUR MASTER! What the... ...
Addicts of the ash of the Xorgramana tree often start off as grey-haired skinny accountants. One day in their hum-drum lives they suddenly feel a desire for something different. The ash from burnt Xorgramana trees somehow seems attractive to them.
At the beginning of the addiction to Xorgramana ash, the users typically apply the ash to their lips and the inside of their mouths. The chemical agents in the ash soak into their bloodstream in this manner without having to digest the ash in the stomache, which causes a rather nasty case of diarrhoea.
This pattern continues for six months or so, until the addict's desire for the Xorgramana high is getting too strong to be satiated in this manner.
During this six month introductory (or probationary if you like) period of Xorgramana addiction, the new addict will rapidly pile on the pounds. Typically, the user will have transformed from a boring looking skinny grey haired accountant, into an obese 20 stone couch potato. This transformation is baffling scientists, not least because the addict also typically looks around 20 years younger.
Scientists are speculating upon these strange properties of the Xorgramana tree. Why does the ash of this tree transform the addict in this way? What purpose does it serve to the tree? And why is it only aging accountants who seem drawn to it?
As the addict balloons in weight, so does their hunger for the ash. As mentioned, oral consumption of the ash no longer satiates this hunger, and the addict turns to his (occasionally her) new-found volumes of flesh.
The second stage of Xorgramana Tree ash addiction begins with one or two horizontal incisions into the flesh of the upper chest and into which the addict applies Xorgramana ash. This provides a much more powerful Xorgramana high for the addict who to begin with is quickly satiated.
Of course, no addiction would be complete without this second method also quickly loosing it's power. Eventually, more and more cuts appear, and due to the fact most Xorgramana addicts are accountants, these cuts are nearly always arranged in two collumns either side of each nipple, and range down the chest, but not venturing onto the stomache, at roughly 5cm intervals.
By this time, when the whole chest of the addict is patterned neatly with horizontal cuts, more bodily transformations are apparent. The very first cuts are beginning to look suspiciously like lips. Quite quickly, these lips become mouths. At first glance it is almost as if these mouths are making feeble voiced attempts to demand more and more Xorgramana ash.
Xorgramana addicts at this stage are difficult to locate, they are understandably rather emotional and sensitive about their condition, tending to hide in their homes with the curtains drawn. There have been a few unconfirmed reports from the county of Kent in England (where the very first Xorgramana addicts were found) of sightings of addicts in the later part of this middle stage. These addicts appeared to have whole heads growing out of the cuts in their chests, and in one instance, a head complete with neck and shoulders.
These however are the least disturbing features of Xorgramana tree ash addiction. In the final stage - this is purely guesswork, it is not actually known what happens - the addict is transformed into a gruesome four headed monster.
This description is based upon a single sighting of what is to be assumed as the final stage of Xorgramana tree ash addiction. Very little is understood about the processes involved in this transformation.
It appeared the addict had four heads. The four heads face the cardinal points of the compass, North, South, East, and West - if you like. In this case, it seemed the four heads had grown upwards and outwards from within the original addicts head. This is only assumed from the fact relatives confirmed the hair atop the four heads appeared to be the same colour as their once beloved relative. Furthermore, the skin of the face and around the original head had not been able to cope with the rapid expansion caused by the four new heads and had simply ripped apart, leaving patches here and their. Much the same happened with the bone structure - parts were in place still, but much had fallen away. Each of the four heads was continually speaking, arguing, making orders of the other heads. One was heard saying "YOU CANNOT CONTROL ME, YOUR FEAR CANNOT CONTAIN ME, I WILL BE MASTER".
It was found upon closer inspection of this addict - quite monstrous in appearance and still (arguably) alive - that one of the heads had actually grown shoulders and a single arm complete with gruesome hand, which had been forced up above the heads as they grew, because there was nowhere else to accommodate it. This hand continually rotated around all four heads like the needle on a broken compass. This hand swiped two of the heads with considerable aggression, while the others two it wiped beads of sweat from the brows of.
Unfortunately, this addict was part of a family with a disturbing psychopathic history (who ever heard of psychopathic accountants!?). One of the family members broke into the hospital before the authorities had allowed scientists to take the addict for closer study, and kidnapped (as the authorities lawyers saw it) the addict, and killed him with a shotgun and then left him in the path of a train at Grove Ferry. Police later found the suspect eating lunch at the Dog and Duck in Plucks Gutter.
14:15 Friday 13 March 2009
In this release of XorGramana, things are nearly all working. The first level, "Newbies Request" is fully playable, while the second level "My Race Mud" is only half-designed - coming stuck upon the fact that not everything is working (ie bomb detonation checks for gravitating objects does not handle the new up-rising and right-running objects).
Another development is the icons for objects now have 'indicators' overlaid representing the object's behavioural characteristics. A long blue arrow represents the direction the object will 'gravitate' given the chance (don't get in their way). A long red arrow represents the orientation of a bomb object's blast (ie horizontal or vertical). A single green stubby arrow means that the object can be pushed one block at a time in that direction. Two green stubby arrows joined means the object will 'run' when pushed in that direction (and won't stop until it is blocked).
Get this ALPHA (0.0.6) release from http://www.jwm-art.net/art/archive/XorGramana-0.0.6.tar.bz2.
This file illustrates what checks should take place when a bomb object is detonated. Please view in a FIXED-WIDTH FONT. Game Logic ---------- The game logic within the original Xor game, which I (hopefully) correctly implemented in XorCurses, had the following important rules governing precedence of moving objects: If player moves right to collect a pickup which has both a falling object and a left-running object resting against it (the pickup) then which moves first depends on which direction the player moves to get out of it. If player moves down, the left-moving object moves before the falling object. If the player moves left, the falling object moves before the left-moving object. (And if there were chains of objects all of each type move before the other type). This logic was also relfected in the detonation of bombs and the order in which consequences of the detonation were checked (I believe). The immediate concern here was the difference between (aside from h-bombs and v-bombs) detonators that fell, and detonators which ran left, as to which points were checked for further gravitating objects which were resting before the bomb went off. Game Logic II ------------- XorGramana on the other hand has further behaviour characteristics to bear in mind: objects can now also rise up, or run right. (My source code uses the term 'gravitate' for these objects which move as soon as their path is clear up to the point their path is blocked - they gravitate always in the same direction, and can be pushed vertically if they move one of the horizontal directions, or pushed horizontally if they move in one of vertical directions). (Gravitating objects exclude the Doll object which only moves when the player pushes it - the doll continues moving until it is blocked - but it is excluded from the definition and logic of gravitational behaviour - the Doll cannot pass through force fields, cannot detonate bombs, and cannot harm the player, nor can the doll move without being pushed). Therefor with four different types of gravitating movement: down left up right We have a more complex set of rules to check and a decision to be made on how the precedence of these rules is to be set. In XorGramana, it has been decided that the down/left precedences will remain, and that objects moving down and left will also preside over objects moving up and right - the down and left therefor are the 'natural' directions (which does not mean up and right are 'supernatural'). Bomb Types ---------- 1a) h-bomb which falls down 2a) v-bomb which runs left 1b) h-bomb which rises up 2b) v-bomb which runs right. (note: types 1a and 2a are those from orignal Xor game and therefor have precedence over the two new types). Detonator Types --------------- 1) detonator falls down 2) detonator runs left 3) detonator rises up 4) detonator runs right (note: types 3 and 4 and new and have lower precedence than those from original Xor game). -========================- Bomb Detonation Checking -========================- #-key----------------------------- # # # ^ | or <- or -> # # | or V = detonator direction # # # # X = bomb position # # # # x = bomb explosion # # # # 0,1,2,3,4,5,6,7,8,9 # # = coord to be checked in # # order (lowest first) # # # --------------------------------- 1) bomb type: 1a (h-bomb,down) detonator type: 1 (down) | V 2x0 3xXx1 5 4 2) bomb type: 1a (h-bomb,down) detonator type: 2 (left) 210 5xXx<- 4 3 3) bomb type: 1a (h-bomb,down) detonator type: 1 (up) 5 4 3xXx1 2^0 | 4) bomb type: 1a (h-bomb,down) detonator type: 2 (right) 210 ->xXx3 5 4 bomb type: 1b (h-bomb,up) detonator type: 1 (down) (yes this is possible) | 2V0 3xXx1 654 bomb type: 1b (h-bomb,up) detonator type: 2 (left) xXx<- (((UNFINISHED)))13:43 Friday 13th March 2009
11:27 Tuesday 10 March 2009
After the 0.0.6b release of XorCurses I began working on larger icons for XorCurses which would also allow each character in the icon to have its own colour pair.
After spending quite some time writing a program to create these icons I decided there was little to be gained for the game other than extra complexity in the code (and the existing icons did not match stylistically with the new larger icons) but more decisively, it no longer held my interest enough as a programmer to carry it to completion.
So after some thought I decided to try something new again. I had used XorCurses to learn how to use the NCurses library, and this time decided I would use the new game to learn how to use the graphical libsdl library and have proper graphics.
I was not interested creating a graphical version of Xor from the XorCurses code. I wanted to use my XorCurses code - the basic game play of Xor, to create a new game. After running through some ideas in my mind, I wondered if it would be possible to loosely combine the game play of Xor with anagram solving. Instead of moving objects around, the objects become letters in the alphabet.
Anyway, to cut a long story short, and to skip the problems I faced learning SDL and incorporating that into the XorCurses code at the same time as creating the graphics for it and modifying the XorCurses code to enable a greater variety of objects...
Here is some demo code to give a rough idea of what it looks like so far:XorGramana-0.0.4b.tar.bz2
You'll need the development files for SDL and SDL_image to build the game. Unpack the archive and cd into the directory and type make to build. ./xorgramana to run.
11:36 Wednesday 4 March 2009
Help! I must be some kind of moron, I walked through the wall with a door on, I stepped through the street with a floor on, I walked in the shop with a claw on, I fell through the tree and was torn on, I got through the door with some boron, I fell through the shore with a saw on Dumbell hit my head and I war on I must be some kind of moron, raw on the sheet with a door on, floored in the beat with a caw on cow ring in the fleet with a gorgon morgan stanely fell flat bloke and bludgeoned to death with some boron dundunmellbell hit me heed dan eye gnaw on.