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>> - One is purely me, I hate bright light and you made the game with
>> simulated overexposure, even though white is just as white as always, it
>> still annoys me.
>
> I got an e-mail about that very same thing. I didn't realize it would be
> so annoying...
Leave it as an option though - I like it :-)
>> - from level 5 on they have all the same difficulty level. (unless very
>> high levels have more light) As soon as you don't see an obvious answer
>
> Hmm, I tested it, and I don't get the same problem.
It took me a few goes to realise the board was randomly generated by
"switching" a few squares before showing the board. I always got stuck with
a board with 2 lights on in the bottom row and cannot work out how to get
them off. If I am unlucky I get this on level 3 or 4. After about 100
random clicks it then looks solvable, but often I just restarted the
program.
Oh yeh, there should be a button to start again at level 1.
>> At last you need more variation in the boards.
>
> How so? Boards with different shapes?
Yeh, or just label certain squares as "always off", which is essentially the
same thing. Or allow the "toggle 4 neighbours" rule to change, I remember a
game once where clicking each square toggled a random (but constant)
selection of squares on the whole board. Was pretty fun.
> The difficulty does rise rather steeply. As I said previously, if enough
> people like it, I'll improve on it. For now, I'll let it sit and collect
> dust.
Yep, that's what always happens to my projects too :-) Right this moment I
am about 60% through writing a game, but now I have an idea for a better one
which I want to start on right away! I have no incentive really to finish
off the first game.
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andrel wrote:
> your score will not be saved!
bug: the first level after you continue after completing all levels does
not have 2 switches but many more.
btw I seem to be learning a bit at last. I recognize now a few patterns
that I can solve. Now most of my levels are below 100 clicks. Total
score last time 23700.
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andrel wrote:
> andrel wrote:
>> your score will not be saved!
It won't? <grin>
> bug: the first level after you continue after completing all levels does
> not have 2 switches but many more.
Ahh, I *try* to fix these things, but there is always that one variable
I didn't account for. I know why global variables are a bad idea now....
> btw I seem to be learning a bit at last. I recognize now a few patterns
> that I can solve. Now most of my levels are below 100 clicks. Total
> score last time 23700.
Not too bad!
~Sam
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> Yep, that's what always happens to my projects too :-) Right this
> moment I am about 60% through writing a game, but now I have an idea for
> a better one which I want to start on right away! I have no incentive
> really to finish off the first game.
Wow, you reached a whole 60% of completion on a project before having
another idea... *jealous*
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>> Yep, that's what always happens to my projects too :-) Right this moment
>> I am about 60% through writing a game, but now I have an idea for a
>> better one which I want to start on right away! I have no incentive
>> really to finish off the first game.
>
> Wow, you reached a whole 60% of completion on a project before having
> another idea... *jealous*
Yeh it's pretty unusual for me - although it's been stuck at 60% for the
last few weeks now because I've been too busy. I just need to implement AI
and a menu system and it should be pretty much finished... AI could turn
out to be more than 40% though... :-)
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>> Wow, you reached a whole 60% of completion on a project before having
>> another idea... *jealous*
>
> Yeh it's pretty unusual for me - although it's been stuck at 60% for the
> last few weeks now because I've been too busy. I just need to implement
> AI and a menu system and it should be pretty much finished... AI could
> turn out to be more than 40% though... :-)
>
Last few weeks? That's nothing. Quote of a program FAQ:
"A GTK+ interface to jigdo is being worked on. Unfortunately, it's been
80% done for over 1.5 years, so don't hold your breath for its release."
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>>> Wow, you reached a whole 60% of completion on a project before having
>>> another idea... *jealous*
>>
>> Yeh it's pretty unusual for me - although it's been stuck at 60% for the
>> last few weeks now because I've been too busy. I just need to implement
>> AI and a menu system and it should be pretty much finished... AI could
>> turn out to be more than 40% though... :-)
>>
>
> Last few weeks? That's nothing. Quote of a program FAQ:
> "A GTK+ interface to jigdo is being worked on. Unfortunately, it's been
> 80% done for over 1.5 years, so don't hold your breath for its release."
Hehe, I made the unusual (for me) step this time to record each day what I
had done. Most of the work I did during August and the beginning of
September. I had a break at the end of September for several reasons, and
then had another burst of progress during most of October.
Since then I have been much busier at work with several trips away and I've
been trying to organise moving to a new apartment at the end of November,
and I'm out of the country all next week for a training course! I don't
really see myself getting much more done in 2007...
Oh and the source for my game is only about 250K, so I guess it's pretty
small compared to a GTK+ interface to jigdo, whatever that is :-)
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>>>> Wow, you reached a whole 60% of completion on a project before
>>>> having another idea... *jealous*
>>>
>>> Yeh it's pretty unusual for me - although it's been stuck at 60% for
>>> the last few weeks now because I've been too busy. I just need to
>>> implement AI and a menu system and it should be pretty much
>>> finished... AI could turn out to be more than 40% though... :-)
>>>
>>
>> Last few weeks? That's nothing. Quote of a program FAQ:
>> "A GTK+ interface to jigdo is being worked on. Unfortunately, it's
>> been 80% done for over 1.5 years, so don't hold your breath for its
>> release."
>
> Hehe, I made the unusual (for me) step this time to record each day what
> I had done. Most of the work I did during August and the beginning of
> September. I had a break at the end of September for several reasons,
> and then had another burst of progress during most of October.
Hey, I was planning to make some program to record what I was doing
every *five minutes*. I usually look for some docs online or whatever
and end up reading lots of totally unrelated things[1]. The popup saying
WHAT ARE YOU DOING would remind me I was supposed to be doing something
else.
[1] http://xkcd.com/214/
> Oh and the source for my game is only about 250K, so I guess it's pretty
> small compared to a GTK+ interface to jigdo, whatever that is :-)
BTW, that's not something *I* am doing. Just a funny example I
remembered of a "suspended" project.
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"scott" <sco### [at] laptopcom> wrote:
> Oh and the source for my game is only about 250K, so I guess it's pretty
> small compared to a GTK+ interface to jigdo, whatever that is :-)
GTK+ interfaces these days are XML-generated code which is parsed and built in
run-time. They tend to be pretty small in contrast to code them directly pure
C GTK+ API. Still, even the most heavy hand-coded C interfaces in GTK+ are not
as large as the GTK+ libs themselves. Your application interface code will
always be in the K marks.
How about comparing the GTK+ lib to the DirectX or Windows.Forms libs instead?
btw, of course I couldn't run the game.
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> How about comparing the GTK+ lib to the DirectX or Windows.Forms libs instead?
If you'll do the comparison, add things like Java Swing to the mix (or
better: SWT).
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