Sokoban Challenge [Android]

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Sokoban Challenge [Android]

Postby jef » Mon Jul 14, 2014 6:02 pm

Hi,

Our new game, Sokoban Challenge is now available on Google Play.

The game is a 3D remake of the classic puzzle game Sokoban.

If you have an android phone or tablet, check it out!

https://play.google.com/store/apps/details?id=se.bitorus.sc

Image

Requires: Android 2.3 and up.

We have used and modified the ogl-es branch of the engine.

Many thanks again to the Irrlicht team and community for a great engine!
jef
 
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Re: Sokoban Challenge [Android]

Postby hybrid » Wed Jul 16, 2014 2:56 pm

Very nice - again! Also loved the momory cube. What I was really puzzled about was the "controller". Maybe it would help people like me if there were arrows on all four sides of the cross. But otherwise really nice design, good graphics, cool gameplay implementation.
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Re: Sokoban Challenge [Android]

Postby jef » Thu Jul 17, 2014 5:04 pm

Thanks for your feedback! Glad you like our previous game Cubory too.

About the "controller"...
We'll take a look at it, maybe arrows or a better description of the controls in the beginning of the first level.
jef
 
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Re: Sokoban Challenge [Android]

Postby CuteAlien » Sat Jul 19, 2014 9:41 am

Congratz on the release. You mention you change the branch - any chance of putting patches for your changes online? Maybe they are interesting enough to add to the engine so you don't have to modify it for your next game :-)
IRC: #irrlicht on irc.freenode.net
Code snippets, patches&stuff: http://www.michaelzeilfelder.de/irrlicht.htm
Free racer created with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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Re: Sokoban Challenge [Android]

Postby jef » Mon Jul 21, 2014 11:40 am

Thanks!

I fear that our modifications are of little use for the improvement of the engine. The modifications have mainly been about to remove things we did not need (even multitexturing). However, we've made a few changes in a try to optimize the engine for opengl.

Changes...

SColor - Changed the color order to avoid the vertex color conversion in the driver.

IVideoDriver - Splitted drawVertexPrimitiveList into three functions for faster rendering of objects sharing the same meshbuffer (not sure that the same can be done for Direct3D).

If there is interest, maybe we can provide a patch, at least for the ogl-es branch.
jef
 
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