Re: Cube picker (game)
Posted: Sun Oct 15, 2023 10:56 pm
Ah, I am using linux. I was running the binary directly after extracting. path "/home/jeromy/Downloads/CubePicker/Linux/cubepicker-bin-1.6.1-1-x86_64.pkg/usr/bin/cubepicker" To check it out. Extracted the download then extracted the .pkg to run the cubepicker executable.
the .ini file was generated at "/home/jeromy/.config/CubePicker/CubePicker.ini" I checked permission of the file and it looks good. No change was ever written to it from its initial default though.
I did not run the .deb because of the infancy of the project. I did not want to commit to an install. Not yet anyway.
Asking for the user name once is good, That makes sense. It only asked after I lost the round.
If on the rare chance one clears the board, and gets a new board, is there a bonus added to the score? (just wondering)
I am not much of a graphics or sound guy either. Primarily why my game never reached its planned maturity before its doom. As far as having to make it "so beautiful" , I don't know. I imagine the animation in my head, I would have done and each block one by one would have just looked like a juicy splash happened real fast. Because the real problem would be animation speed. Tying up the game for too long after a player picks a group and until they can pick anther group would make it too annoying to play.
I guess what you might mean is it would have to be such beautiful animation it would be worth the wait? Games like bejeweled seem to succeed with that but the groups are most always small. Where as groups in the same game can be large. Often strategically large groups if the player is trying to make a large group before clearing it.
So I guess my fancy one by one animation never would have worked and I would have inevitably opted to do the blocks popping simultaneously. The sliding of the blocks would have been a priority of mine though. I think it also unfortunately would be the most difficult to implement. At least how I was implementing the grid.
Your question about drawing text on the cubes. If I understand you correctly what your saying is you would draw text on the board but the different color blocks and back ground would make text drawn on it look terrible? I guess an alpha transparency over the board, and then text drawn on transparency? Effectively fading the game board and any remaining blocks so text would be visibly strong.
the .ini file was generated at "/home/jeromy/.config/CubePicker/CubePicker.ini" I checked permission of the file and it looks good. No change was ever written to it from its initial default though.
I did not run the .deb because of the infancy of the project. I did not want to commit to an install. Not yet anyway.
Asking for the user name once is good, That makes sense. It only asked after I lost the round.
If on the rare chance one clears the board, and gets a new board, is there a bonus added to the score? (just wondering)
I am not much of a graphics or sound guy either. Primarily why my game never reached its planned maturity before its doom. As far as having to make it "so beautiful" , I don't know. I imagine the animation in my head, I would have done and each block one by one would have just looked like a juicy splash happened real fast. Because the real problem would be animation speed. Tying up the game for too long after a player picks a group and until they can pick anther group would make it too annoying to play.
I guess what you might mean is it would have to be such beautiful animation it would be worth the wait? Games like bejeweled seem to succeed with that but the groups are most always small. Where as groups in the same game can be large. Often strategically large groups if the player is trying to make a large group before clearing it.
So I guess my fancy one by one animation never would have worked and I would have inevitably opted to do the blocks popping simultaneously. The sliding of the blocks would have been a priority of mine though. I think it also unfortunately would be the most difficult to implement. At least how I was implementing the grid.
Your question about drawing text on the cubes. If I understand you correctly what your saying is you would draw text on the board but the different color blocks and back ground would make text drawn on it look terrible? I guess an alpha transparency over the board, and then text drawn on transparency? Effectively fading the game board and any remaining blocks so text would be visibly strong.
