Introduction
Well, apparently, I decided to release this game two years after I completed it... or two years and a week after I started it... ^_^
I urge you not to expect anything great, or even good. This is a little game I once started to test some skills of mine; scripting being a huge part. Looking at it now, it's all newbie-stuff (and it's by far not the quality you can expect from my upcoming game), but I still think it wastes a few minutes once in a while. I'm afraid I also can't come up with a deep storyline or a great designed hero... well, in the end, you have to decide for yourself if you like this or not, of course, but to do this, you have to play it :D
Background
Most of you guys should know the game 'Sokoban', which translates from Japanese to something like 'storehouse keeper'. The objective is to move all objects - most of the time crates - to their desired places. If you stored all crates, you're allowed to enter the next level.
My game's objective isn't far from that, it's just different... Being a fan of arcade games, I didn't waste time with a story or a character at all, and made the game a little more 'appealing' (I tried, that is) and changed the style of Sokoban a little. You now move in a grand building from room to room, trying to not only get the crates to their respective spots, but only don't block your way to go.
I also included a highscore system which counts the amount of steps you need to complete all the rooms. This sounds pretty cheap, but it took me some time to get to the score I have now. If you can beat that, you're the master of BlueSokoban and I'll make a special edition for you!
Gameplay
In order to be allowed to walk into the next room, you have to cover all blue-outlined tiles with a white block. Red blocks will turn black after they're moved once, so pay attention on where you push them to. Black blocks can't be moved, but will vanish after all blue-outlined tiles are covered, though.
You can't pull blocks, your only opportunity is to push them forward. You can push them a layer up or down using the stair tiles.
If you got stuck, free yourself by pressing the Escape key. All blocks in the current room will be reset, and you'll be placed at the beginning of the room. You keep all your steps, though, so if you're going for a highscore, better think about what you do before you do it.
Screenshots
http://img95.imageshack.us/img95/8568/01rv2.th.jpg[/IMG] http://img95.imageshack.us/img95/3619/02hx7.th.jpg[/IMG]
Download
BlueSokoban v1.3
Hosted on Box.net, 0.46MB
BlueSokoban v1.3
Hosted on SaveFile, 0.46MB for the time being
BlueSokoban v1.2
Download from RMXP.org Download Manager (link might be coming soon or not at all)
Multiple Languages
http://www.elysia.de/fileadmin/user_upl ... _small.gif[/img] http://www.elysia.de/fileadmin/user_upl ... _small.gif[/img]
Highscore Advice
- Play through the game at least once to check what blocks belong whereto.
- Some blocks don't have obvious paths, so make sure you remember it.
- Some blocks have obvious paths, but the fastest way to get them on their respective place is hard to see.
- Turning doesn't cost you any steps, and neither does pushing, which means you can push some blocks on the fly, without getting a single step added.
- The blocks you can access first do not always have to be pushed first.
- More blocks on a single spot mean more possibilities to move between them. Think about what block to be moved next after each pushed one.
Credits & Thanks
Mack for the Labrat sprite
Trickster and Yeyinde for the helping me with the Highscore script and bug fixing
J-Street for pointing out a glitch, which has been fixed in v1.1, and also testing the bugfix of v1.3
sasuke89 for pointing out a bug, which has been fixed in v1.2
Wyatt for pointing out a bug, which has been fixed in v1.3
Version History
v1.0 First release, complete game (no content to be added in the 1.x versions)
v1.1 Fixed a glitch that made the game crash
v1.2 Fixed a bug that didn't reset the variables and switches ingame, adjusted a few window's opacity values
v1.3 Fixed a bug that was caused by v1.2's bugfix ~.~ Also slightly reduced the filesize.
Conclusion
I hope you enjoy this game for the short amount of time you'll play it, and I really hope you discover a way to solve all the rooms faster than I did. Please give feedback, and have fun!
Well, apparently, I decided to release this game two years after I completed it... or two years and a week after I started it... ^_^
I urge you not to expect anything great, or even good. This is a little game I once started to test some skills of mine; scripting being a huge part. Looking at it now, it's all newbie-stuff (and it's by far not the quality you can expect from my upcoming game), but I still think it wastes a few minutes once in a while. I'm afraid I also can't come up with a deep storyline or a great designed hero... well, in the end, you have to decide for yourself if you like this or not, of course, but to do this, you have to play it :D
Background
Most of you guys should know the game 'Sokoban', which translates from Japanese to something like 'storehouse keeper'. The objective is to move all objects - most of the time crates - to their desired places. If you stored all crates, you're allowed to enter the next level.
My game's objective isn't far from that, it's just different... Being a fan of arcade games, I didn't waste time with a story or a character at all, and made the game a little more 'appealing' (I tried, that is) and changed the style of Sokoban a little. You now move in a grand building from room to room, trying to not only get the crates to their respective spots, but only don't block your way to go.
I also included a highscore system which counts the amount of steps you need to complete all the rooms. This sounds pretty cheap, but it took me some time to get to the score I have now. If you can beat that, you're the master of BlueSokoban and I'll make a special edition for you!
Gameplay
In order to be allowed to walk into the next room, you have to cover all blue-outlined tiles with a white block. Red blocks will turn black after they're moved once, so pay attention on where you push them to. Black blocks can't be moved, but will vanish after all blue-outlined tiles are covered, though.
You can't pull blocks, your only opportunity is to push them forward. You can push them a layer up or down using the stair tiles.
If you got stuck, free yourself by pressing the Escape key. All blocks in the current room will be reset, and you'll be placed at the beginning of the room. You keep all your steps, though, so if you're going for a highscore, better think about what you do before you do it.
Screenshots
http://img95.imageshack.us/img95/8568/01rv2.th.jpg[/IMG] http://img95.imageshack.us/img95/3619/02hx7.th.jpg[/IMG]
Download
BlueSokoban v1.3
Hosted on Box.net, 0.46MB
BlueSokoban v1.3
Hosted on SaveFile, 0.46MB for the time being
BlueSokoban v1.2
Download from RMXP.org Download Manager (link might be coming soon or not at all)
Multiple Languages
http://www.elysia.de/fileadmin/user_upl ... _small.gif[/img] http://www.elysia.de/fileadmin/user_upl ... _small.gif[/img]
Highscore Advice
- Play through the game at least once to check what blocks belong whereto.
- Some blocks don't have obvious paths, so make sure you remember it.
- Some blocks have obvious paths, but the fastest way to get them on their respective place is hard to see.
- Turning doesn't cost you any steps, and neither does pushing, which means you can push some blocks on the fly, without getting a single step added.
- The blocks you can access first do not always have to be pushed first.
- More blocks on a single spot mean more possibilities to move between them. Think about what block to be moved next after each pushed one.
Credits & Thanks
Mack for the Labrat sprite
Trickster and Yeyinde for the helping me with the Highscore script and bug fixing
J-Street for pointing out a glitch, which has been fixed in v1.1, and also testing the bugfix of v1.3
sasuke89 for pointing out a bug, which has been fixed in v1.2
Wyatt for pointing out a bug, which has been fixed in v1.3
Version History
v1.0 First release, complete game (no content to be added in the 1.x versions)
v1.1 Fixed a glitch that made the game crash
v1.2 Fixed a bug that didn't reset the variables and switches ingame, adjusted a few window's opacity values
v1.3 Fixed a bug that was caused by v1.2's bugfix ~.~ Also slightly reduced the filesize.
Conclusion
I hope you enjoy this game for the short amount of time you'll play it, and I really hope you discover a way to solve all the rooms faster than I did. Please give feedback, and have fun!