As much as I love the concept of coding in a sokoban clone, I really, REALLY hate that the game neglects to give me the ability to just run a simple check to determine if the player is facing a WALL.
Seriously, doing facing checks and box location checks are the only external stimuli the pawn (aka robot) gets, so no fancy loops.
I CRAVE THE LOOPS!!!
(Seriously, I could easily find the solution with inefficient code, but every fiber of my being screams in agony that I am wasting moves just to run into walls, especially on Hallways. The pawn is dumber than a roomba!)
JamesTDG
Creator of
Recent community posts
Yk, I am actually a bit curious to know the difficulties in integrating gamepad support here. Realistically, you only need input from 2 things, an analog stick and a button to do anything. (I would prob have to cross-reference between your own player input code and the gamepad documentation for Windows (XInput API) and Linux (Joystick/evdev APIs) to know all of the nuance...)
I did read up on something called SDL_GameController, which should resolve a lot of the problems with supporting multiple controllers, but it is a C-based input library, and I don't know what language Breadskate is developed in
2-1: Easy clock skip if you time your shot well, you get a 1 sec window to get it though
2-5: If you hit the first clock, then immediately go up, you can cross the bridge in time!
2-8: You could have trimmed some time if you did not flinch!
2-9: ditto
3-3: MASSIVE time loss
3-9 Might have been able to abuse a jump pad to not grab any crystals here
Talk about crazy, but needs fullscreen if dragging off the screen won't let me do each "putt"
Edit: I was getting frustrated at the reaction time I needed, so I plugged in my gamepad, but the game does not support it. CHANGE THIS! If you need a good idea for what to do, left stick handles direction at putt strength, while A fires. That is ALL I need here...










