Strategies for Effective Teamwork in Witch n Wiz

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Witch n wiz is a popular game that revolves around magical creatures and adventures. It is a combination of a wizard and a witch, creating a unique and exciting gameplay experience. In Witch n wiz, players take on the role of a witch or a wizard and embark on a journey through various magical worlds. The game offers a wide range of levels and challenges, each with its own set of obstacles, enemies, and puzzles to solve. Players can customize their characters with different costumes, hairstyles, and accessories, allowing for personalization and individuality. As they progress through the game, players can also unlock new spells and abilities, enhancing their magical powers and making them stronger.


Battery save included
No passwords required! Witch n' Wiz is built with full battery save support, and has multiple save slots, so the whole family can play on one cart!

If your item is still pending shipment it is because you have another item tied to your order that is not yet complete and will be shipped out together. This was not the end of Witch n Wiz s development though, and I spent the next few months expanding the game from 32 levels to over 100, and adding brand new puzzle mechanics.

Witch n wiz

As they progress through the game, players can also unlock new spells and abilities, enhancing their magical powers and making them stronger. The gameplay in Witch n wiz is a mix of platforming, puzzle-solving, and combat. Players must navigate through platforms, avoid obstacles, defeat enemies, and collect magical items and power-ups along the way.

Witch n wiz

This is really amazing! Catrap is one of my favorite gameboy games, and this captures the feel perfectly, and you've really gone beyond the original. Great work! Also, I just posted something similar to what you're doing with your title screen - I thought I was being original :P

P#39981 2017-04-27 13:18 ( Edited 2017-04-27 17:18) gradualgames Mark as Spam Mark as Abuse

Oh my! This is wonderful! Reminds me of Solomon's Key perhaps, but I love the music/atmosphere of this.

P#40146 2017-05-02 21:54 ( Edited 2017-05-03 01:54) mhughson Mark as Spam Mark as Abuse

@daann: It was my first time trying to create a game booklet like this. Glad you enjoyed it!

@01010111: Thanks! Catrap is truly one of the most underrated games I've ever played!

@gradualgames: Thanks! Music and sound was by Gruber music (https://twitter.com/gruber_music) if you want to hear more.

P#40475 2017-05-11 17:23 ( Edited 2017-05-11 21:23) dw817 Mark as Spam Mark as Abuse

I was looking at the source to your game, MHughson. Your logo is taking over 6700 bytes in sourcecode string space. might save a bit of space if you used my compressor:

And yes, this is a very cute version of Cattrap. That's one of the first games I bought at Funcoland for my Gameboy at the time. The REWIND ability was the best - and you definitely included that in your game too. Nice !

P#56037 2018-09-02 02:32 ( Edited 2018-09-02 06:36) Felice Mark as Spam Mark as Abuse

He doesn't need to compress the string representation of the graphics. The text of the source code, which includes string initializers of course, is automatically compressed by PICO-8 (using a form of LZSS, as I recall) during the save to .p8.png or @clip, and then decompressed on load.

All he'd be doing is wasting tokens on the decompression code.

Edit: I checked, and the encoded string by itself compresses from 6718 to 2964 bytes. You can confirm this by deleting all but the string and entering info at the PICO-8 command line.

P#56069 2018-09-02 16:39 ( Edited 2018-09-02 21:22) dw817 Mark as Spam Mark as Abuse

I'm glad you brought this up, Felice. This is something I wanted to check on.

If you click twice in the bottom-right-hand corner of the sourcecode editor (IDE) you have a value listed as "COMPRESSED SIZE."

Is this the amount of compression that PICO internally gives for all data, maps tiles, sfx, music ? Or if not, what does it represent ?

If PICO is indeed applying its own compression, then outside of sourcecode space, code that compresses such as both myself and ZEP have written are not needed in light of this latest version of PICO ?

P#56089 2018-09-02 23:06 ( Edited 2018-09-03 03:35) Felice Mark as Spam Mark as Abuse

PICO-8's been compressing the source code for years.

ROM space (0x0000-0x4300) is stored as-is in its entirety, presumably for quick reload()s, so there's no way to compress it.

You can write compressors that take advantage of foreknowledge about data formats, and those might be worth it, but for generic data compression, I'd say no, it's mostly not worth the bother or the tokens. Some people even find that compressing their data so that the string initializers are smaller causes the built-in compressor to do more poorly and produce compressed source no better or even worse than the original. Entropy is as entropy does.

P#56124 2018-09-03 15:21 ( Edited 2018-09-03 19:21) dw817 Mark as Spam Mark as Abuse

Can you answer this then ?

Let's say I store an image that is 4-bits for color, so you get 2-pixels per byte, yielding 8192-bytes for the total string size.

If I were to store a logo like this using only hex notation, it would look like this: "EF8A43392615"

Now would this compression be better this way than as I am doing now with converting 8-bit to 6-bit characters, where you the average is 6000-characters in the string ?

As you mentioned, compressing data can cause the built-in compressor to do more poorly ?

P#56126 2018-09-03 15:26 ( Edited 2018-09-03 19:26) Felice Mark as Spam Mark as Abuse

You could answer the question yourself by converting your image to each representation and simply typing info on a cart with each one in turn. However, remember to include the source for the decompressor with your compressed version, since it's effectively a required part of the data.

I would assume your version would do less well, since the built-in compression is (to the best of my knowledge) byte-based. Repeating patterns in the image will align with compression boundaries, whereas your base64 representation basically has a granularity of 3 bytes, or 6 bytes if the image pattern is, say, 2x2 dithering rather than solid colors.

P#56127 2018-09-03 15:33 ( Edited 2018-09-03 19:40) dw817 Mark as Spam Mark as Abuse

No, my compressor looks for patterns too, and compresses based on that. Currently the compressor is set to level 2, that is, to find up to 2-character patterns in any data.

It can go all the way up to 255 if you like, but it's quite slow then. :)

It has shown good compression at a level of 8 with varying data, including the screen, sprites, and mapper data.

But yes, I can check to see with info(). The results will likely be of interest to others besides ourselves - to answer the question, "Is writing a compressor for image data or otherwise even useful in current version of Pico-8 ?"

P#56129 2018-09-03 16:06 ( Edited 2018-09-03 20:06) dw817 Mark as Spam Mark as Abuse

Alright, a little research done. Yes, my compressor with one single compressed picture is indeed larger than a single program with one logo stored as 2-character hex. That's a very good observation you made, Felice.

But for more than one logo in the same code, my compressor yields a far smaller footprint.

In fact, in my compression demo, you will see that I have 6 full screens showing their compression size. I doubt you could put that many decompressed strings as straight out 16384-bytes per hex code per picture in one program of PICO. You would run out of coding space long before then.

Even the most robust logo uses 4,000 - 7,000 6-bit text characters by itself in using the compressor.

So . results ? If you just want =one= 128x128 picture in your game, let's say the logo, you would do better to not use my compressor.

But if you want more than one, that includes elements such as a logo, introduction/instructions page, author page, win game screen, and lose game screen, you'd do better to use my compressor.

And it stands to reason, I could optimize my compressor. Rewriting software is always better the next time around .

So saying here, one picture is enough for this good puzzle game. :) And this game certainly does deserve a star. ⭐

I would assume your version would do less well, since the built-in compression is (to the best of my knowledge) byte-based. Repeating patterns in the image will align with compression boundaries, whereas your base64 representation basically has a granularity of 3 bytes, or 6 bytes if the image pattern is, say, 2x2 dithering rather than solid colors.
Witch n wiz

The game also incorporates elements of strategy, as players must carefully plan their moves and use their spells wisely to overcome challenges. One of the standout features of Witch n wiz is its vibrant and colorful graphics. The game is visually appealing, with detailed backgrounds, character designs, and special effects. The enchanting music and sound effects further enhance the immersive experience. Witch n wiz is available on multiple platforms, including mobile devices and consoles, making it accessible to a wide audience. Its simple controls and intuitive gameplay mechanics make it suitable for both casual and hardcore players alike. Overall, Witch n wiz offers a captivating and magical adventure for gamers. With its unique blend of gameplay elements, customization options, and stunning visuals, it provides an enjoyable and immersive experience for players of all ages..

Reviews for "The Social Aspect of Witch n Wiz: Guilds and Friendships"

1. John - 2/5 - I was really excited to try out Witch n wiz after hearing so much hype about it, but I was left disappointed. The graphics were mediocre, and the gameplay felt repetitive and monotonous. The story lacked depth and didn't engage me at all. Overall, I found Witch n wiz to be underwhelming and not worth the hype.
2. Emma - 2/5 - I don't understand why Witch n wiz is so popular. The controls are clunky and frustrating, making it difficult to navigate through the game. The character development is weak, and the dialogue feels forced. I found myself losing interest quickly and eventually stopped playing altogether. In my opinion, there are better fantasy games out there that offer a more immersive and enjoyable experience.
3. Mark - 1/5 - Witch n wiz is a complete waste of time. The gameplay is dull and lacks any real challenge. The graphics are outdated and unimpressive. The game also constantly bombards you with ads, which is annoying and disruptive. I had high hopes for this game, but it fell far short of my expectations. I would not recommend Witch n wiz to anyone looking for a fun and engaging gaming experience.
4. Sarah - 2/5 - I was initially drawn to Witch n wiz because of its magical theme, but unfortunately, it didn't live up to my expectations. The mechanics and controls were confusing, and I often found myself frustrated and unable to progress. The game also had a lackluster storyline and didn't offer much in terms of character development. Overall, I was disappointed with Witch n wiz and wouldn't recommend it to others.

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