I believe it is meant to read "TEN/TEN DUALITY."Kweepa wrote:Wow, very polished!
I like the "parallel universe" and game over effects.
I keep reading the title screen as "TEN/TEN QUALITY" which is true but a little arrogant
Fun game as usual, thanks!
New Release: Ten Ten
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Ha ha. Yeah, it was meant to say "Duality." Should I take that out? I was thinking of words like "bilocation" and "duality" when making this game. The font I came up with is not easy to read.
I looked at the code, and it is very sloppy. I have plenty of additional room for improvements. I thought about adding a high score, removing the aforementioned annoying beeps, adding music to the title screen and a few other things. Should the difficulty level be adjusted?
I looked at the code, and it is very sloppy. I have plenty of additional room for improvements. I thought about adding a high score, removing the aforementioned annoying beeps, adding music to the title screen and a few other things. Should the difficulty level be adjusted?
- Pedro Lambrini
- Vic 20 Scientist
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- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
I agree. The fonts in your games are definitely a part of your signature style - even if, in this instance, it looks like it reads 'quality'!gklinger wrote:I like the font. Your usage of custom fonts (amongst other things) makes your BASIC programs more polished than the average.
Most games with custom fonts on the Vic take a bit of deciphering.

Nice little puzzle game, very playable concept!
You have managed to work well with the limits set by BASIC and keep a responsive user experience.
-edit-
How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?
I was thinking if it would be possible to auto-generate levels, but then you'd somehow need to verify that they are possible to solve...
You have managed to work well with the limits set by BASIC and keep a responsive user experience.
-edit-
How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?
I was thinking if it would be possible to auto-generate levels, but then you'd somehow need to verify that they are possible to solve...
I revisited the program today. Added a bunch of features and I still have room for more. Is speed an issue? Would it be better (easier to control) with a faster protagonist? I also considered a level counter. Is that desirable for a puzzle game rather than score? maybe a brief "Level 2" sign or just a number at the bottom?
I was going for a clean simple look with few colors and simple graphics. I worry the screen looks too crowded with a level indicator or high score (something I added and is only displayed at the end of a game).
I lowered the difficulty level. I'm not so sure about a difficulty select option. I'll post a PRG when I've made enough changes.
I was going for a clean simple look with few colors and simple graphics. I worry the screen looks too crowded with a level indicator or high score (something I added and is only displayed at the end of a game).
I lowered the difficulty level. I'm not so sure about a difficulty select option. I'll post a PRG when I've made enough changes.
- orion70
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It would be an interesting logical challenge to demonstrate that every possible randomly generated level is solvable... But I'm no math masterSdw wrote:How do you make sure that each level is solvable? Are the levels hard-coded and tested to make sure?

I've played the games several times, and I can say that a good empirical method is to let one of the dots in a spot with two or three walls around, so that you're more free to move the other one.
- Mayhem
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Looking forward to your new version 

PRG Starter - a VICE helper / Vic Software (Boray Gammon, SD2IEC music player, Vic Disk Menu, Tribbles, Mega Omega, How Many 8K etc.)
I was up last night again, so I made a new version of Ten Ten. I made a bunch of changes. High score, more natural learning curve, and more. Let me know what you think.
Download: http://sleepingelephant.com/denial/games/TenTen.zip
Download: http://sleepingelephant.com/denial/games/TenTen.zip
I often wonder about the point of revisiting game programs. There is always a way to add extra features or optimize game play.
There is something comforting about having this last version on the megacart. A sense of finality. I cannot change the most commonly distributed version now. It can be a good feeling.
There is something comforting about having this last version on the megacart. A sense of finality. I cannot change the most commonly distributed version now. It can be a good feeling.
Well, having some editions of the Sega Genesis/Megadrive bundled with Sonic the Hedgehog didn't stop Sega from releasing Sonic II as well as a load of other games. That means while you might not call it Ten Ten Duality anymore, you can rewamp and improve the game yet more by changing its name. 

Anders Carlsson






I like your Ten Ten game but as Anders said, you may always release a new version: Ten Ten, The revengeJeff-20 wrote:There is something comforting about having this last version on the megacart. A sense of finality. I cannot change the most commonly distributed version now. It can be a good feeling.

Mega-Cart: the cartridge you plug in once and for all.