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José G. Moya Y.

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A member registered Jun 06, 2020 · View creator page →

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Yes, it is easier than my Androud version of the same game, since I don't store a list with the longest available hexagon cluster.

IF A>B THEN....

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Thank you.

I'm still planning since I have most of my spare time dedicated to caring. I'm considering a text adventure written in Moonrock basic (or a simppler one in assembler) or a non-graphic tabletop game (similar to bsd text monopoly game) written in asic or moonrock. Using the complicated zx spectrum to com will only occur if I choose to use graphics.

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Hi!

After testing some basic compilers and finding the easier ones (freebasic, qb64) won't generate tiny executables, and the others (asic, moonrock) won't allow graphics, I wonder if is it allowed to program a new, compiled ZX Spectrum game with Basinc and then converting to .com with Bacteria (or to exe then com with warajevo and hexe2bin).

I could use bascom or qb from archive.org, but it wouldn't be very legal...

Hummm... That's a bug that I have already fixed. Maybe I uploaded the wrong version? I should check it!

I couldn't manage to compile with my current environment of harbour+openwatcom. I tried before with xharbour+openwatcom. I get link errors when trying to make an executable; also, when trying to make a (x)harbour module (.hrb), hbrun.exe alerts of missing symbols from the harbour common library.

Hi! I am visiting some games I did not visit in the jam. 

I like the idea of giving a "Training mode" as background demo between plays.

sorry for late response, it seems I get no warnings when I have a comment.

I used p5js as you can see in the description ( can't you?)

Way too difficult, even after knowing only santa head is vulnerable.

My best score is 6!

Thanks!

I use p5.js (processing). Source code is in the openprocessing site. It is supposed to be linked in the menu...

I was thinking about it but I'm unsure about how to deal with sounds in p5js. Will they slow down gameplay? 

(And I'm programming in a computer without speakers).

Nice.

I just updated the windows batch file inside "doorsanddrawers-device-independent-jar". I don't understand why the jar inside does not pass loading screen, since it worked in its PDE form.

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64 bit versions include the JRE. 32 bit versions don't. Are you trying 32bit or 64 bit? 

Original (buggy) or newest?

EDIT: If you are using the 32 bit version, you should download a JRE environment from Oracle (free for non-commercial use) or openjdk.java.net (free for all). Original JRE used is 1.8 202, the last java launched before Oracle changed its license more than five years ago, wich is the JRE included with Processing.  

I just uploaded the game because someone said me to do it, but it was too unstable. I think I will upload *device-independent* jar files at github with the jam deadline state of the files, and, after a week or two, I'll upload the finished files.

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Well, It seems I uploaded the wrong file. I just wrote an entry on the devlog explaining it. Since I can not fix it until the jam jury ends, I had removed the binaries from the download page.

Sorry. Maybe you downloaded 32 bit on 64 bit, or reverse. I couldn't find the way to upload both windows binaries to itch.io without one of them overwriting the other.

I will upload a new binary when the jam judging is over. If you are a judge, take into account I uploaded this because someone asked me to upload even if it was a fail, but giving me 0 points in all categories would be right. This project is incomplete and barely works.

The concept of limited time gives a twist to the old sokoban puzzles. And I love the animations. 

Simple and enjoyable. Nice work!

I will translate and abridge  here my blog post "lessons from a Jam" that talks about this:

My project was a fail and will be probably nominated for the wooden spoon. . After going to bed late in order to get something I could compile (someone had said me "upload what you have, even if it is a fail"), I read comments such as "this guy joined a jam so he could upload his crap".  But I will ponder the lessons learnt:

1) Plan from beggining. I applied the NaNoWriMo principle according to what "planning is not writing". But I did not follow the plan.

2) Before joining, read carefully the date info. Jam started a saturday at 9:00 in my local time zone. But I had planned to start on friday afternoon.

3) Before joining a jam, ask family and friends to plan their week. Or you will find they counted on you to do some tasks.

4) Use a game engine. Some tasks are difficult to do with game engines, but they will help you to do the easy thing easy, and you'll save hours debugging.

5) Use different files for each class / object, since most IDEs don't have the VBA look and feel.

6) Use only one computer. If jam fill find you going from home to home, give up. Sometimes git push says everything is ok, you pull from second computer, you modify the code and and hour later you realize the changes you did in the first computer were not in git.

7) Focus in the important things. Don't expend time planning easter eggs when you still didn't wrote a single line of the interface. Interface is what matters. I spent hours programming room backgrounds (instead of doing with sprites or simply using a white background), but interface is still broken.

8) Focus in the important things. Don't spent time preparing a font to upload it to community for next jam.

9) Don't upload if it's broken or bad quality. They said you "Upload no matter if it's incomplete", but they said it to be polite. Jam Jury is like that of a literary price: they don't want a ton of crap, they want a gram of quality.

10) Don't join jams! They make you lose social life, they made you look bad to friends and family, they make your work pile out, and, after all, they make you feel and idiot...

... but, after all, I had the time of my life. The morning after the jam I solved in minutes some bugs I was unable to solve at late night. But app is still UGLY, HORRIBLE and HUGE. Someday I will upload a fixed version to itch.io or github. By now, I have some tests to check, a nephew to babysit and some shelves to mount.

Nice research. I never owned a 3110, always felt those phones were expensive and difficult to use (compared to Motorolas and Alcatels, which ironically my nokia-owning friends found difficult).

My dad had one and I think he still has it, with a dead battery. 

Having REAL memory limits would mean having to use old-school techniques, such as real 8-bit monochrome graphics.

i have mini micro, but I already chose using Processing (still deciding between P5js, P5 java for PC or APDE).

I'm unsure about judges having access to a minimicro license.

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Hi. I am linking here a sample project using P5js to get nokia resolution and colors. Remember not to reuse THIS code, just the ideas (algorithm,  P5 functions, and so on). 

https://openprocessing.org/sketch/1460627

(Sorry, my keyboard died while I was typing the topic. All lines following this one are edits to original topic).

I think I will use actual Java mode processing instead of P5.js, since P5js smooths pixels by default and also has rome buggy implementations that don't respect the pixels[] matrix.

Muy interesante. Espero jugarlo en clase, con los alumnos