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skell
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icon Separately Steered Simultaneous Sword Stabbing Simulator (+11)  
Welcome to SSSSSS!

A glamorous of the 2018 April Fool's joke, this time without any DROD IP in it.

Play with your friends or your enemies. Enjoy the absolutely new option to queue multiple moves. Play some more great rooms or the old ones too. Feast your eyes on the new, glorious art made by yours truly.

And for those unfamiliar, this is in essence a 2-player DROD you play over the internet. Try it here: https://ssssss.evidentlycube.com

It won't ask you for any personal details, the progress is stored in the browser (not that it matters much).

Github: https://github.com/EvidentlyCube/ssssss


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[Last edited by skell at 03-03-2022 05:18 PM]
03-02-2022 at 09:26 PM
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averagemoe
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
A question while I wait for someone else to pay attention in the lobby. Can you also bring back Tactic DROD?

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03-02-2022 at 10:40 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Neat, just as fun as I remembered it!

There is a rendering ~*FEATURE*~ for blue goop though. Surely, it's a deliberate difference between this game and Deadly Rooms of Death. Note that the southmost 3x2 blob is attached via whole pieces to the rest of the goop, whereas in DROD there would be two exterior corners that were adjacent to one another.



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03-03-2022 at 02:46 AM
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Dragon Fogel
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
Also, it was sometimes confusing when the other player had Wait moves queued up, which could interfere with coordinating.

Some kind of visual indicator that the other player is Waiting would help with this.
03-03-2022 at 03:02 AM
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Dragon Fogel
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
Just had a thought - I might have been able to cut the tar Chaco pointed out above. I don't remember the exact details of the run too well, but we were trying to set up a double-cut, and then on the final run we ended up not needing it.

Now that I check, the original rectangle was 4-by-18, so it shouldn't have been possible without a double-cut. So I think I did cut that weirdly-connected tar without thinking very hard about it.

03-03-2022 at 03:14 AM
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Xindaris
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
Had fun playing with a few people for a bit, love it! Thanks so much for bringing it back, skell!

Fun tips for new players:
1) The "Weights" are wubbas, not mirrors or constructs (X_x)
2) Hold down q or w after you win a room for a victory spin!

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03-03-2022 at 03:27 AM
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averagemoe
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
I found out that if you open the game in two different tabs, you can be both players. Does it defeat the purpose? Depends on what you want to think the purpose is.

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03-03-2022 at 04:24 AM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
Version 1.1.0 is Up!

* New feature: An icon appears when queueing wait moves.
* New feature: Canvas-based renderer fixed the issue with lines drawn between tiles.
* Bugfix: Fixed a server crash which happened when all rooms wre completed.
* Bugfix: Tar should now render correctly in all cases.

The project is also now available on Github, so if you want to add a feature or add new levels it's all there!




And responding:

Can you also bring back Tactic DROD?
Sorry, it was an Action Script project. I don't think I even have the source code for that.

There is a rendering ~*FEATURE*~ for blue goop though. Surely, it's a deliberate difference between this game and Deadly Rooms of Death. Note that the southmost 3x2 blob is attached via whole pieces to the rest of the goop, whereas in DROD there would be two exterior corners that were adjacent to one another.
Fixed in the new version!

Also, it was sometimes confusing when the other player had Wait moves queued up, which could interfere with coordinating.
A visual indicator was added

I found out that if you open the game in two different tabs, you can be both players. Does it defeat the purpose? Depends on what you want to think the purpose is.
Nope, that's perfectly valid and how I do all development and testing :). I would like a real "solo" mode but I am still trying to figure out how to approach it, maybe I'll never get to it because it's low value.

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03-03-2022 at 05:21 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
I'm not sure it's working in Safari on Mac. I've tried inviting multiple people and it never seems to proceed to the game.

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03-03-2022 at 07:38 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Safari is pretty well known for being the new Internet Explorer in terms of being behind with standards. That being said I don't really do anything (consciously) that shouldn't work. Can you oprn developer tools, open console tab and see if anything shows up in red when you try to join a game? (Feel free to open two tabs to play with yourself). If there is anything of interest attach a screenshot here please :)

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03-03-2022 at 09:19 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
And my criticism towards Safari were unneeded, it was my bad - accidentally typed a Polish character in the code right before finalizing v1.1.0. Something about VS Code prioritizing diacritics over keyboard shortcuts.

Version 1.1.1 is up!

* The game is once again playable!

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03-03-2022 at 10:11 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Uh...

This what tar look like?

Click here to view the secret text


...doors?

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03-04-2022 at 02:02 AM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
It's the latest in tar technologies, hidden tar!

Version 1.1.2 is up!
* Bugfix: Tar rendering used the wrong image file as its source, now it should render correctly.

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03-04-2022 at 06:14 AM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
Version 1.2.0 is up!

- New feature It is possible to change to a specific room
- New feature: Fullscreen Button
- New feature: Desktop builds available at Github
- Rooms: Two new rooms from Skell
- Bugfix: Log column will have scrollbar added if it doesn't fit vertically.
- Bugfix: There was a bug that if a player waited, after the move was processed the wait ghost graphic would persist. Possibly was an issue with other moves.

And with that I think the development is done - I've implemented all that I wanted, unless there is an interest in some specific new features or someone decides to make a of bunch new rooms and requests a new gameplay element or two.

I guess the one final thing I want to add is an interface for saving/loading your progress since it's stored locally and easy to lose.

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03-07-2022 at 08:11 PM
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Kalin
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
New features I'd like to see:

Some way to see door links.
Help file showing what the elements do.
Ability to request an undo of the last turn.
Level editor! (Maybe alternating with the other player?)


And then we can move unto the next project: DROD MMO!
03-07-2022 at 11:32 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
Ask ye an be given.

Version 1.2.1 is up!

- New feature: Pressure plate connections are now displayed when mouse is moved over a plate.
- New feature: You can now click on a tile to get information about what's on it.
- New feature: It is now possible to undo a played move.
- Improvement: Infobox close button has a much larger area.

Also if things work well a forced https redirect should be up now or in a few minutes.

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03-08-2022 at 01:06 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
Also. If there is a serious demand for a level editor I can actually script in DROD something that could mimic two-players, for the most part.

But that would take non-trivial amount of time and would only make sense if a bunch of people promised to make a bunch rooms each :).

And an editor in SSSSSS is infeasible, because the whole game logic happens in the server, the browser is only used to display the room and take player input.

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03-08-2022 at 02:31 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
Notes from watching surrealcanine's stream:

- Players should see each other's mouse position
- Add a small text under the cursor displaying tile position
- Also add tile position to Tile Description popup
- Also in the Tile Description add info about how monsters chase closest player
- Go through all rooms and give them difficult level in some scale, and then when selecting the first room to play it should chose from among the easy ones.
- Try to streamline the "who is closer" algorithm for monsters so that if two players are in the same distance to it, it'll follow the one it was following last time
- Hovering over a monster should show which player it's currently targetting
- See about adding smooth monster movement between turns
- Undo doesn't undo death
- Investigate ghosts flickering between moves

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[Last edited by skell at 03-11-2022 04:04 PM]
03-11-2022 at 07:50 AM
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Kalin
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (0)  
Anyone else having a problem where numpad keys only work if NumLock is off? I thought this happened early with KDDL-JS, but I couldn't find any mention of it in that thread.
03-11-2022 at 01:07 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
Kalin wrote:
Anyone else having a problem where numpad keys only work if NumLock is off? I thought this happened early with KDDL-JS, but I couldn't find any mention of it in that thread.

It'll be fixed in the next release.

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03-11-2022 at 04:04 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
Version 1.3.0 is up!

- New feature: You now see your partner's pointer.
- New feature: Tile position is displayed under pointer.
- New feature: Hovering over a monster shows who's the current target and the distance to both players.
- New feature: Clicking on a tile displays shortened info about a tile, while Ctrl+Click displays the previous big dialog.
- New feature: Added three new tutorial rooms.
- Improvement: Smooth movement animation added.
- Improvement: Rooms are no longer selected in a random order. They are sorted by (arbitrary) difficulty.
- Improvement: Monster distance algorithm has been updated. They'll now look at the distance between the players and chose the one who's closer, and if they both are in the same distance it'll follow the one it was following the last turn. The distance is L1-Distance/Manhattan Distance/Taxicab Distance, which is the number of non-diagonal moves to the target.
- Improvement: UI improvements - no full-page scrollbars; room display now takes into consideration that Log column takes space and will make itself fit its designated area; log column fixed margins.
- Improvement: Sent messages now word wrap correctly and are smaller.
- Improvement: Tile info box contains information about monster targetting rules.
- Improvement: Tile info box contains clicked tile's position.
- Bugfix: Fixed flickering of ghosts at times.
- Bugfix: Undoing death will now work.
- Bugfix: Numpad should now work regardless of numlock status.

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03-11-2022 at 04:51 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
I just watched canine stream this.
Very neat.
Nice job Skell!
03-11-2022 at 05:07 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
Found some bugs while playing with Kieran:
- Tar babies do not appear on the first turn they spawn
- Some wall tiles look weird
- Room completion status in "Change Room" displays exactly the same for both players which is quite incorrect

Expect a fix tomorrow or something.

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03-11-2022 at 10:11 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
so i had a sudden burst of creativity and made another room

it's very very late

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[Last edited by Xindaris at 03-12-2022 06:17 AM]
03-12-2022 at 06:16 AM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Bug: Killing a queen causes a newly hatched egg to turn invisible.
Click here to view the secret text

The next turn the roach became visible and moved towards the correct player.

EDIT: It also happens when you don't kill the queen. It seems there's a one turn delay between the egg disappearing and the roach appearing. Probably the same bug as tar babies.

CHALLENGE: Don't Wake the Player
Clear "Breeding Grounds" with one player passing every turn. (And don't let the sleeping player die.)


[Last edited by Kalin at 03-12-2022 10:37 PM]
03-12-2022 at 02:15 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+2)  
Version 1.3.1 is up!

- Improvement: New room "Gimme That Wubba!" by Xindaris.
- Improvement: Updated room "Surprise!" by Kieran Millar (added one more tile of buffer between the players and the golems).
- Improvement: Fixed visual bugs in some wall and pit tiles.
- Bugfix: Monsters will no longer be invisible on the turn they spawn.
- Bugfix: Removed old debug code which caused certain rooms to be added to the list of completed rooms.

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03-13-2022 at 01:06 PM
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Kalin
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
BUGS:
1. Swapping isn't working correctly. It seems that whoever acts first gets the commands from both players. (Maybe. Needs more testing.)

2. Tried to undo after one player died, and it reset the room and put the players in random places. In one case, a player was placed on a tile I hadn't visited yet. This was in the same room I experimented with swapping.

Suggestions:
1. When one player suggests a room to play next, offer the other player a button or keystroke to agree. Right now, hitting Enter takes you to a random room.

2. For solo mode, have one player use letter keys while the other uses the numpad (hotseat co-op).


[Last edited by Kalin at 03-13-2022 03:06 PM]
03-13-2022 at 03:05 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Kalin wrote:
BUGS:
1. Swapping isn't working correctly. It seems that whoever acts first gets the commands from both players. (Maybe. Needs more testing.)
Fixed in the next version

2. Tried to undo after one player died, and it reset the room and put the players in random places. In one case, a player was placed on a tile I hadn't visited yet. This was in the same room I experimented with swapping.
I cannot reproduce this so I am going to assume you attempted undo in the same session (without restarting/changing the room) you attempted Swapping which is why it was broken.

Suggestions:
1. When one player suggests a room to play next, offer the other player a button or keystroke to agree. Right now, hitting Enter takes you to a random room.
I cannot reproduce this. I just checked and if one player requests a room change, if the other presses enter the room changes to the selected one, regardless of who has requested it. If both players request a specific room, the first player's request is honored.

2. For solo mode, have one player use letter keys while the other uses the numpad (hotseat co-op).
I doubt I'll be adding solo mode because the architecture of the server just isn't suited for that. A lot of stuff requires there being two socket connections. The project is open sourced though, so if anyone wants to try it I'll welcome a pull request!

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03-13-2022 at 07:41 PM
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skell
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+3)  
Version 1.3.2 is up!

- Improvement: Swapping will cause the players to "animate" changing places.
- Improvement: Undo will no longer cause the animation from previous turn to play.
- Improvement: Changed names of almost all monsters and elements to be different than in DROD.
- Bugfix: Swapping will now work, instead of creating this weird state where commands don't go to the correct player in an unintuitive way.
- Bugfix: Returning to players list and back to the game would cause game logic to be generated again, which could cause some duplicate Socket events to be sent each time wasting bandwidth and potentially slowing things down.

I think with this, this is as good as it should be. Feel free to make new rooms if you want and I'll add them in a silent update. I'll also fix any bugs reported that I deem fix-worthy.

But other than that I think it's as complete as it should be.

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03-13-2022 at 07:57 PM
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icon Re: Separately Steered Simultaneous Sword Stabbing Simulator (+1)  
Should I have titled my room "Gimme That Blocker" instead? And, I found a very easy break to one small part of it while testing it up on the game proper, but I don't know how to fix it while restricted to single-tile pressure plates only, and don't feel like asking for the work of replacing a room anyway. I'll just try to do better next time.

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03-13-2022 at 10:25 PM
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