v 4.3.1: set world size in edit mode. (tentative) other CSS, typography improvements
v 4.3.1: set world size in edit mode. (tentative) other CSS, typography improvements
oh no
v 4.0.0: adjustments to behaviour in low gravity. better movement control in lg.
v 3.13.0: adjustments to level categories. minor css improvements
v 3.12.0: display welcome message with short "tutorial" on first visit. minor improvements to levels and level order. fix duplicate character box in "box types" level
i didn't know any clojurescript when i started writing @boxtype.app (in january). the only issue i had from time to time was that i didn't know what the function i wanted was called, so i couldn't find it in the docs
screenshot of the game (the website) a square world made from white blocks. cyan and magenta color scheme. logo in upper left corner. some menu items in flat simple geometric style
play now at boxtype.app
screenshot of the game (the website) a square world made from white blocks. cyan and magenta color scheme. logo in upper left corner. some menu items in flat simple geometric style
play now at boxtype.app
a level called ellipsis. with blocks to spell the title. there are three diagonal large squares with three of the letters on them
a view from the level editor. the level editor switches board to black and white, and shows a diamond in the corner of each block for interaction (scaling).
a level with the title gravity. parts of the world have background textures (checkers, diagonal lines) and they appear lighter than the rest of the board (background). the alter gravity
here hare three screenshots with most recent versions of levels an ui. one shows the level editor mode, which can be instantly toggled on/off. working on some more levels before release
a fairly complex 2d world with letters to spell CREVICE. debug output in terminal . the enoded world and some other details are displayed. the number 6.976... is highlighted
i compress and encode worlds in @boxtype.app in the url. i use [somthing like] this arbitrary metric to indicate the efficiency of the encoding:
(/ (size (lz+b64-encode (str-encode boxes)))
(size boxes))
eg. this world with 85 boxes has an "efficiency" of 6.976.
now you can't unknow this.
a square where the left and right halves have different background texture. the world is built from partially symmetric white blocks. some have letters on them. the object is to spell the word ELLIPSIS by moving between boxes
new level in progress. inverse gravity / half gravity
yay, you won!
win screen from Boxtype (a game) on a level where the "target phrasae" i RESTLESS (some of the boxes form the world, with letters, are visible in the background)
yay. i guess.
a complex maze of white boxes. some areas have different background color/texture. the boxes have letters that spell out GRAVITY. the title logo of the game is "Boxtyle"
level geometry intensifies
a world consisting of many white boxes inside a square. someboxes have letters on them. the letters partially align with the placeholder target phrase of the world (ABCDE). on the right is clojurescript code for game controller and some logic
working on another @boxtype.app world while ironing out issues
an incomplete level in the level editor in boxtype (my game). the colors are cyan+magenta and black+white. on the right is an editor that displays parts of the (edn) encoded level geometry and parameters
current status
someone from the @boxtype.app PsyOps Division left a USB drive with this clip on my doormat just now
2d platform game world made from many white boxes of different sizes. some boxes have letters and symbols on them. cyan and magenta colour scheme
i'm getting closer to releasing my browser game @boxtype.app. It is a 2d platform/puzzle game with an embedded level editor. let me know if you want to try it before release (requires a keyboard)
table view in web browser. header logo reads boxtype. the table contains a list of worlds with names and some metadata for each. bright magenta and cyan are used to highlight some columns
here is a table view for editing world names and seeing statistics from @boxtype.app that i am starting to like a little. the symbols are; box: number of boxes; hour-glass: win time; diamond: win steps; exclamation: wins; empty set: losses; plus: restarts
config for keybindings and colors in a web page with a menu from boxtype game. on the right is a level from the game with some of the colours visible. the level consists of mostly white boxes but three are yellow, cyan, purple respectively
i made keybindings and colour config for @boxtype.app work with local storage. now i need to find a way to give names to levels locally. currently they are only encoded/compressed as b64 in a url parameter
config for a game called boxtype. showing key bindings and color config. on the lower left is chrome devtools showing local storage for the same config. on the right is cljs code for parts of the config
it was at this point in the story that our hero finally realised that he had lost his god damn mind
on the right is an editor with two panes of cljs code. dark editor. on the left is a game level consisting of white, magenta and cyan boxes in a complex structure
current status: hyperwave. screenshot from @boxtype.app
boxtype logo in upper left. a target phrase. a game world consisting of boxes of various sizes. some boxes have letters and symbols in them. world is centred on the player. a small box with a symbol inside
boxtype logo in upper left. a target phrase. a game world consisting of boxes of various sizes. some boxes have letters and symbols in them. world is centred on the player. a small box with a symbol inside
a config screen with mappings for movement keys. along with some statistics and details about the current device (session id etc)
here are some screenshots from the game. i just finished setting up the key mapping system today. the config is in one of the screenshots. now i need to figure out how to record some gameplay. among many other things ...
screenshot of the crome devtools showing a large wall of div boxes with specific style attributes for positions. you can see all the boxes make up a platform game level in the browser. on the right is cljs code and css in editor
i think this is how you are supposed to make a game, right? screenshot from @boxtype.app
a config screen with key bindings for movement keys among others. some other metadata and the current app version is displayed: 0.23.18-beta
got the key binding config to work today. will try to record some gameplay soon and post some actual screenshots soon
apparently i am making a game