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On 2014-07-31 9:04 AM, scott wrote:
>> It's weird how the binary summation seems so natural. Maybe I just do
>> WAY too
>> much computer stuff.
>
> Indeed, or immediately I saw the "8196" in the OP and thought "that's a
> typo" :-)
Indeed. I hang my head in shame. :-(
(I did get it right on the second occurrence of the number though)
A hex version of 2048 would be delightfully geeky - especially of the
tiles were labeled 0x2, 0x4, 0x8, 0x10, 0x20, 0x40, 0x80, 0x100, etc.
David
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On Wed, 30 Jul 2014 08:34:57 +0100, scott wrote:
> What happens when you merge two 8192 tiles then? ;-)
16384, naturally. :)
I found an Android version that let me fiddle around until I had filled
the grid to the maximum possible value - and the top end title showed a
value of 131072. I forget what the score was, but it isn't possible to
go higher. :)
Jim
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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David Buck <dav### [at] simberoncom> wrote:
> This picture is from a 2048 game I wrote in VisualWorks Smalltalk using
> POVRay to render the board and all the tiles. POVRay rendered PNG files
> of the board and all tiles from 2 to 8196 which I then imported into the
> game as bitmaps. The game is actually playable and the tiles slide into
> position with a small fireworks animation (using a 3D particle system)
> when they merge. The text at the top for the score and messages like
> "You Won!" wasn't 3D rendered - it was just drawn as a standard text
> object. The tile shadows are faked. They are just a black shadow image
> rendered slightly below and to the right of a tile before the tile is
> drawn on top. The Autoplay and Restart buttons were rendered directly
> onto the board using POVRay beveled text. The values of the squares on
> this particular board were (obviously) manually constructed to show all
> tiles. As you can imagine, it would be notoriously difficult to get
> this configuration with a real 2048 game.
>
> The auto-play feature achieves the 2048 tile in about 50% of the games
> it plays and occasionally (once or twice every ten runs) achieves 4096.
> I've never seen it get an 8192 tile.
>
> I wrote this game as my entry in the Cincom Smalltalk 2048 contest but I
> plan to make a series of videos about how I wrote the game and rendered it.
>
> For those interested in trying the program, you can get it from:
>
> http://www.simberon.com/downloads/Sim2048.exe
>
> Note, this is a Windows executable file but you have my word that it
> doesn't contain any viruses or malware.
>
> If you're interested in looking at the Smalltalk source code, drop me an
> e-mail and I can send you a link for it.
>
> Questions and comments welcome
> David (K) Buck
Hi John I am interested in looking at the source code for this. I really want
to learn how to do this. My email is jpe### [at] gmailcom Thanks!
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