Bubble Trouble Dizzy v1.03 [DOWNLOADABLE]
Started by delta on 23 November 2008 • 15,653 views
Fast food did seem to be never ending - after the final level you just return back to level one but the screens upside down - i think ive described this better in another post, but cant remember which one.
anyway, The big difference of course is that Jamies games has a random level select and random level builder - which means that if 2 players both reached level 100, they would have played 200 completely different levels between them in a completely different order too. And if you did happen to play a level that looked just like a previous level - it would be completely random when that happened
-out of curiosity jamie - what are odds of in 100 levels - 2 of them being exactly the same?
I guess the random level gen was one of the most difficult bits of code in any dizzy age game.
- maybe yolkfolk should have a 'programmers pick' award - where developers get to choose the best game - not just on gameplay or what fans look for, but on complexity and elegance of design - just a thought eh?....
happy xmas, :teethy:
i assume you mean the same colour too?
hmmm...
so for the first three levels, you have to multiply the amount of top screens available by the amount of possible bottom screens, then by the amount of main screens, and then by the amount of colours they can be. Finally, divide it by 3 levels to get the total, which i work out (i could be wrong) to be odds of 7680 to 1.
for the later levels, you have the same calculation, except you have to multiply by the number of main screens available for <i>every main room</i>, as each available room can be used for each main room in the level. Then you divide by 70 levels (the rough number available before level 100 with the same number of rooms)
now this goes waaaaay past the amount of digits on a calculator (if i've worked it out right), but i reckon the odds of getting 2 10-main-room levels exactly the same in the same game are about 86,300,000,000,000,000 to 1.
i worked it out thus. where:
T is the number of available 'top' rooms
B is the number of available 'bottom' rooms
M is the number of available 'Main' rooms
C is the number of available colours
L is the number of levels
for levels 1 to 3 (1 main room) it's:
(T*M*B*C)/L
for levels 30ish onwards (10 main rooms) it's:
(T*M*M*M*M*M*M*M*M*M*M*B*C)/L
feel free to correct me if i haven't used the correct formula to work out the odds.
- remind me never to buy a lottery ticket from you :wink:
i just had another thought. those odds DON'T count the different possible baddies, of which there are 14, with 2 used (randomly) in each screen except the top one.
oh and the baddie positions are randomised within a set area in each room too, so if you wanted to count that as well then you may as well give up calculating the odds. {yolkfolk}:tongue:
fixing a small intro screen menu bug that stops you exiting the game from the intro screen menu.
i found that while copying part of the menu code into IID...
your saved games will still work as normal.
I had an idea to include a 3 to 6 screen Bubble Dizzy homage in the Ko Tapu extended game I'm working on...so I looked to see if anyone else had done anything like it....I don't understand one line of this script {yolkfolk}:jawdrop: (It's amazing by the way!)
I had an idea to include a 3 to 6 screen Bubble Dizzy homage in the Ko Tapu extended game I'm working on...so I looked to see if anyone else had done anything like it....I don't understand one line of this script {yolkfolk}:jawdrop: (It's amazing by the way!)
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Thank you! I can't remember much about it (I'm going to go look at the code again after replying!) but I do remember that it was a complete pain in the bum to code.
(I've finally remembered by password for this site! P.S. the password reset option doesn't send a reset email...)