2048 in 3D
joppi.github.io
joppi.github.io
Do you end up with game boards with more than one 128 tile, 64 tile, etc.?
The game has a natural tendency to spawn multiple high-value tiles, and preventing it from doing that is the nut of the game.
Pick the bottom row and make that row your "accumulator". Pick a bottom corner; this bottom corner will store your largest value. Now, keep your bottom row sorted from low value tile to high value tile at all costs:
4 8 16 128
Let's say the bottom two rows look like this: 2 8 4 2
4 8 16 128
You drop the 8 down: 2 4 2
4 16 16 128
Now, merge left or right? To the right of course, you want to keep that bottom row sorted: 2 4 2
4 32 128
Now drop down (or continue merging to the right until you can drop a tile down into the empty space in the bottom row): 8 4 2
2 4 32 128
This "locks" the bottom row into position, allowing you to freely move the upper three rows left and right without disturbing the ordering of the bottom row. Row-locking is more important than clearing the board.Focus only on the bottom two rows for most of the game (until/unless most of the board fills up). Accumulate values in the bottom row, and build matching values in the row above it.
What if the game plays dirty and you end up with:
4 32 128 2
Reverse the ordering of your bottom row. You now want to gradually shift that "128" tile to the left, so build on the "4" and "32" tiles until you get something like: 64 64 128 4
Now shift left and left again: 256 4
And drop new tiles into the bottom row: 256 4 2 2
And your bottom row is ordered once again.What if a higher value tile drops into the bottom row out of order?
32 4 16 128
Ignore it. Build those "4" and "16" tiles: 32 32 32 128
And then merge right and right again: 32 64 128
And drop a new tile into the empty position: 2 32 64 128
This is the situation you want to avoid: 16 64 128 64
This is a natural result of the rules of the game, and this is where it becomes difficult for the player to win, especially when those values start to look more like: 32 128 512 128
Now you suddenly have to do a lot of work in just three rows of space to double one of those 128 values.This approach makes the game pretty easy.
The only problem is when you have no valid moves that keep the bottom row in place and you need to move up. In such case mova back down as fast as possible, and deal with that one "2" that was most probably spawned on the wrong side of accumulator row later.
I just won on my first shot.
Up if it moves to an adjacent plane, down if it goes from one extreme to the other.
I remade this simple game!
I was getting really fed up with the flappy bird stuff and was happy to see it go. Now this? Don't get me wrong, love the game, but god damn can we say beating a dead horse?
That's not how it works. HN is ephemeral, threads last for one day mostly (sometimes 2) - after that it's like they were never there. If there's a new development about any subject, a new thread gets created. Look at all the threads where people speculate about the downed Malaysia jet or Dorian Nakamoto.
If you don't like or don't care about something, just ignore it. I ignore 50% of the stuff here, but rarely do I come across a thread that makes me feel "this shouldn't be here at all".
I also think the unspoken convention is that people who made a piece of software get a bit of extra attention and feedback. Personally, it's one of the features I like most around here.
If you don't want to see something on the front page, don't upvote it. If it makes the front page, then people wanted to see it on the front page, or liked it enough to upvote it... The whole mentality that somehow you think that the majority of HN agrees with you on being sick of seeing this stuff on the front page is clearly wrong, because they're putting it on the front page.
If you see something that doesn't interest you, move onto the next.
Happy St. Patrick's Day.
It's quite fun to see a game literally evolve.
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There needs to be a clear while line separating the boxes; after intense staring I have difficulty separating the individual boxes.
A "solution": keep pressing right and E and up or down if you get stuck. Make some manual moves if the board gets cluttered.
Do not use the strategy to cluster pieces into a corner.
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Solved it. http://i.imgur.com/sb3VMCY.jpg
And apart from the 2D variants it required some thinking. This is THE version to iterate and improve. It has gameplay.
Source: https://github.com/jaredsohn/0x800.
(I was already working on a binary derivative at the time, but figuring out the font sizes is a little tedious.)