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Corning Community College
CSCS2330 Discrete Structures
Using the TIC-80 fantasy console simulator on your pi, implement a playable puzzle game, making sure to make use of the following features:
The game itself can be something unique, or can draw influence from, or can be an outright mimicking implementation of:
The idea is to demonstrate your skills gained throughout the semester, by harnessing new concepts and problem solving experiences to pull off a program generally more complicated in its nature than others you've been doing.
You may want work out approaches by hand on paper to understand their details and steps of progression, then to implement it.
Additionally, the entire class will be participating in documenting and filling out this project page. It is the responsibility of EACH class member to:
As is common practice, your game may require the use of multiple screens. That is, you may want to include a title screen, death screen, and other such differing states of the game. Especially in the weeks of saf# and pnf#, it became quite apparent that the ability to present the user with varying screens was useful in order to convey relevant information as well as provide relevant functionality at different stages in the execution of our programs. This has led to the development in several examples of what may be called stateful programs where a variable is reserved in order to keep track of what screen should be displayed. By referencing that variable using some form of a switch statement, more organized functionality is achieved by compartmentalizing each individual screen to its own logical corner.
The key mapping system allows for keyboard controls as well as gamepad controls to be merged as the inputs are mapped to a set of constant values. This allows we as developers to develop for both keyboard and gamepad users simultaneously without much additional consideration except for ergonomics.
In order to achieve a more natural sound than TIC80 provides in its waveforms by default, mocking a sine wave in the SFX editor and using that for your SFX is a decent strategy. It is also helpful to mimic the attack, decay, sustain, and release pattern in the volume section, as well as to add a small amount of arpeggio. Combining these strategies, a more instrument-like sound can be acquired.
https://github.com/nesbox/TIC-80/wiki
https://www.lua.org/pil/contents.html
I'll be looking for the following:
104:mpg0:final tally of results (104/104) *:mpg0:no errors, program runs without issue in TIC-80 [13/13] *:mpg0:specified functionality is implemented [39/39] *:mpg0:adequate use of sprites, sound/music, controls [26/26] *:mpg0:project page contributions as per project specifications [26/26]
Additionally: