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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionThe Brainfucked Lone Wolf [FINISHED]
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Pit
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« on: March 15, 2009, 09:42:57 AM »

The brainfucked lone wolf is indeed a brainfucked lone wolf because he's such a money-grubbing mercenary that he accepted to escort a rebel fleet through an asteroid belt. Flying alone in the front, shooting down the asteroids and protecting the fleet with its explosive cargo to blow up this old reigning witch.



The game is completely written in brainfuck (yep, the title isn't a coincidence) and therefore played in the console window.
You move around the crosshair (with w,a,s,d) fire a shot (f) or drop a bomb (h,e,v). There are three types of bombs: One clearing a horizontal line, one a vertical line and one clearing the whole screen. The asteroids move from the middle to the side and when they're out of the screen one of the 7 ships from the fleet gets destroyed. Besides the normal asteroids there are also faster ones and dangerous ones, which don't move to the side but approach your ship directly. Shoot it down or you'll experience an instant death.


The cockpit gives you information about the status of the bombs (they need some time to reload), the remaining ships and the appearance of fast or dangerous asteroids. In the latter case the light just flashes (*: on, ':off) for that specific frame.


The story consists mostly of a dialogue between you (the brainfucked lone wolf) and the commander of the fleet. The main feature of it is that it's mixed with some plot elements from fairy tales (like Little Red Riding Hood or Snow White, did you notice that you're a wolf and have to protect 7 ships?).

It's finished:
DOWNLOAD Windows
DOWNLOAD Linux
Instructions Pic
Website

The source is included.

And here's a short gameplay video:

« Last Edit: April 10, 2009, 01:32:17 AM by Pit » Logged
Fuzz
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« Reply #1 on: March 15, 2009, 10:29:33 AM »

Oh shit.
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Synnah
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« Reply #2 on: March 15, 2009, 10:36:28 AM »

Oh fuck.
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« Reply #3 on: March 15, 2009, 11:05:20 AM »

Oh consarnit.
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Mikademus
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« Reply #4 on: March 15, 2009, 11:28:15 AM »

Holy brainfart, batfuck
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« Reply #5 on: March 15, 2009, 11:32:51 AM »

oh sandwiches
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« Reply #6 on: March 15, 2009, 01:32:58 PM »

Oh hell no.
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Pit
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« Reply #7 on: March 15, 2009, 02:07:49 PM »

And I thought I had a screw loose... Wink
But well, until now the code looks astonishing clear (to me). There were a few bugs in it and I found them faster than I normally do in C++. I love debugging in brainfuck.

Right now the code has 37000 instructions. There all the features are implemented and seem to work. Now I "just" have to translate the 600 words story into brainfuck and design a nice level.
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Melly
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« Reply #8 on: March 15, 2009, 02:57:09 PM »

Do post the source! Gentleman

Also...

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« Reply #9 on: March 15, 2009, 03:34:47 PM »

Here's the code as it looks so far: http://www.49-6-dev.net/downloads/tblw_code_v1.txt
If you run it you can move a bit around and shoot two asteroids Smiley
But after 6 frames it's over. It's already late here so I don't have the time now to add some more.
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Ivan
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alright, let's see what we can see


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« Reply #10 on: March 15, 2009, 03:55:35 PM »

That's amazing! You get my vote, my friend.
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« Reply #11 on: March 15, 2009, 06:11:34 PM »

Ay bananas!
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« Reply #12 on: March 15, 2009, 06:36:56 PM »

The source is almost as entertaining as the game.  Keep us posted Smiley.
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« Reply #13 on: March 18, 2009, 03:39:07 PM »

Well, in fact it doesn't even take that much time. Under the condition that the program is planned from the beginning to the end with every detail and variable that will be needed. Changing something afterwards in brainfuck is a total mess-up. And you need of course the right ideas to structure and write the program. But hey, you just have 8 commands. That's what I call a manageable programming language^^

Today I started translating the story into brainfuck and even if it's already more than half a year ago that I programmed Finally Taking Over The World, I still knew the ASCII chart and the differences between many of the frequent characters by heart. I was totally amazed that it just took 4 words to get back into it. And so including the story should go even faster than I imagined.
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« Reply #14 on: March 26, 2009, 01:07:00 PM »

It's finished:
DOWNLOAD Windows
DOWNLOAD Linux
Instructions Pic
Website

The source is included.
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« Reply #15 on: March 28, 2009, 12:27:04 PM »

it has won. Tiger
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« Reply #16 on: April 10, 2009, 12:07:12 PM »

Hmm, the game itself seems a bit difficult. It's hard to deviate your aim far enough to hit one shot and then swing around to hit another. And the bombs don't regenerate fast enough.

Still, Love the presentation. If this were in C/C++ I'd ask to host it on Cymon's Games.
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« Reply #17 on: April 10, 2009, 01:26:06 PM »

Thanks for the comment. And yeah, the difficulty was something I wasn't really sure about if it's good or not. Initially the regeneration time for the bombs was shorter but there it was almost too easy because you could simply bomb through the game.

I wanted the main gameplay element to be about "making the right decision". Sometimes it's better to simply ignore an asteroid and stay in a certain area (it's essential to stay as much as possible in the middle and hit the asteroids already there). And for the bombs there are also a few moments where they're extremely useful (especially the vertical one) and so you have to wait for this moment. I could reach the end (about frame nr. 90) with just losing a few ships so I thought it'd be OK.
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