| |
Trifox Account closed
Registered: Mar 2006 Posts: 108 |
preview of upcomming 8k game
hi all, i just have finished all the features of my current game, if you want please take a look, comments are welcome!
download here:
http://download.verpicktewg.de/?filename=kleinhuisbehaviours/wa..
instructions.
play with mouse or joystick,
´start game with space
click in the upper half generates a new level
click in the lower halfy rotates playfield! |
|
... 46 posts hidden. Click here to view all posts.... |
| |
Style
Registered: Jun 2004 Posts: 498 |
half a k per highscore?
what the! |
| |
Trifox Account closed
Registered: Mar 2006 Posts: 108 |
ok, i save 16 entries for high and lo,
2 bytes for score
1 byte for level
13 bytes for name
all in all 256 bytes for hiscore, and 256 bytes for loscore, all in all half a kbyte ... ;) furthermore i am planning to save the replay of the game, this won't be done for each level, but for a global highscore, meaning, 128 additional bytes for each entry, the rounding to 16 entries is just because i like 256 byte borders ... ;)
|
| |
enthusi
Registered: May 2004 Posts: 677 |
Just a comment:
for 13 chars as name, you hardly need 13 bytes. |
| |
Jetboy
Registered: Jul 2006 Posts: 299 |
True...
13 bytes is long enough to save 20 character long name without any compression... and you have some bits left.
Plus if you save lo scores you dont need 2 bytes per score, just one, assuming the table starts with 255 as lo score :)
Now - you can use compression on top of that - there are free source codes out there to do that.
|
| |
Trifox Account closed
Registered: Mar 2006 Posts: 108 |
hrhr, calm down, i won't use any compression on that hiscore ... ;) i am rather thinking about crypting the highscore ... in memory already, to make it harder to cheat ... ;) and throwing away some unused stuff, but 4 blocks for a highscore
and talking about compressing 20 bytes of char data is more than useless... lets say you enter
Kommissario_de_la_lo
costs 20 bytes, we have the following count of
K =1
o=3
m=2
i=2
s=2
a=2
r=1
o=2
_=3
d=1
e=1
l=2
comming up to total count of 12 different characters, so we need 12 bytes to store the characters used, sorting the whole stuff by occurence we come up with o and _ as the most char, so choosing one randomly, using prefix free codes, we can encode o as 1 bit, lets say '1' and then _ encode as '01' and so on, all in all i can compress the string to 16 bytes ... but, every string compresses different, so for the sake of easy coding, I WON'T compress those highscores, i could compress the highscores at all, but anyway, i need to know the upper bound of how big can a highscore be, and 128k for the whole 256 levels is a good estimation, so i can be sure that my game and the whole highscores fit on one disk, i could also compress the whole 128k file comming up to seemingly 70k of data, but as you should now our beloved 64 has only 64k available, *boerks*, got it ?
quality before quantity?
quantity before easibility?
easibility before quality ?
quantity before quality?
hehe, anyway ... |
| |
Shadow Account closed
Registered: Apr 2002 Posts: 355 |
I thought the earlier comments regarding name compression was that you don't need full 8 bits. If you limit the name entering to A-Z you only need 5 bits per char, so 20 characters would store in 20*5/8=12.5 bytes.
|
| |
enthusi
Registered: May 2004 Posts: 677 |
jup, my thought. YOu'd even have ,./!_ etc... |
| |
Trifox Account closed
Registered: Mar 2006 Posts: 108 |
yes, that is all right, but i do not spend many thoughts on that actually... perhaps later on when comming closer to a release version i will rethink the way i encode the highscore, what do you guys think about crypting the highscores ? is it senseless? or should i try to keep the highscores crypted in memory, or should i throw away the thought of crypting highscores, cause no one would cheat on that, to surprise its liddle sister? |
| |
enthusi
Registered: May 2004 Posts: 677 |
I think the more you encrypt the more people will want to cheat. Also you risk a 0day-crack-warez-version :))
A nice crypting might take you quite some time and is not worth it imho. No decent coder/cracker will be stopped by that anyway and well... the only kind of cheating that doesnt suck is when people claim you cant. |
| |
Trifox Account closed
Registered: Mar 2006 Posts: 108 |
i won't claim that you can't cheat, but i want to surprise the guys who want to ... ;) and i actually want someone to crack my game ... hehe, so, i won't release it as freeware ... but 0euro download ...
... perhaps i should include some copy protection .. muahaha |
Previous - 1 | 2 | 3 | 4 | 5 | 6 - Next |