Page 1 of 2 12 LastLast
Results 1 to 10 of 16

Thread: Pentominoes - Alpha release

  1. #1

    Pentominoes - Alpha release

    My oldest son LOVES (can't stress that enough) Pentominoes and asked if there was a version for his computer, DS, or whatever. Looking around, I couldn't find something I was willing to buy (they all had hard coded puzzles) and there really wasn't a freeware version available with the features that he and we wanted.

    Below is a VERY early release of what I've been putting together for him. This version is playable, has the starts of an editor, and in general not even close to done. There is a readme file that explains the controls and where the settings file is stored included in the zip file.

    Placing up here for public brow bashing, and look for more updates as I have time to complete them.

    Download From: http://www.eonclash.com/pentominoes/pentominoes.zip

    PS: If anyone has a good (as in well written, fast executing, and easy to understand) implementation of Knuth's "Exact Cover" that they wouldn't mind sharing, I'm looking for some reference material.

    - Jeremy

  2. #2

    Re: Pentominoes - Alpha release

    just tested it seems cool, excepted the window flicker when i move the mouse over it. Apart that it's a good start
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  3. #3

    Re: Pentominoes - Alpha release

    You shouldn't be so modest it's a very cool layout and design. Excellent use of colors. I would say you are well on your way to a very complete game. Excellent work. A question though. Will you allow the puzzle maker to have multiple pentominoes of the same type? Then you could make little pixel artwork puzzles. (If there is some really obvious way of doing that already please forgive me for my ignorance and if you would, point me in the right direction.)


    FYI. I didn't get any screen flickering.

    Edit: Because I just can't spell tonight...

  4. #4

    Re: Pentominoes - Alpha release

    There might be flicker on some systems as I'm only using a paintbox and a basic 2nd buffer with no V-Sync. Basically only native Lazarus controls to build it out at this point (easier to port to Mac and Linux).

    My idea is, once I get everything else complete, that the editor will let you build with duplicates but currently you can only have one of each type. I also want to setup custom win screens eventually, and some way of doing online play. Nothing fancy mind you, basic "family/team" scoreboard so there is little incentive to cheat.

    My other want to finish idea is a "store" where you can download (probably free) packs of puzzles and upload your puzzles to for others to download. But that has to wait till I at least get the basics of the game solid.

    Over the weekend Julian found LOTS of bugs. An example is you can right click while placing and it will place the piece no matter what. So, obvious, next step is to fix those then finish my work on the editor.

    I did get my Exact Cover code working over the weekend, so I can now solve any 60sq (IOW as long as you use all 12 pieces) puzzle with ease. Just need to make some changes so it can solve partial puzzles (5 of 12, 7 of 12, etc).

    Thanks for the feedback thus far and I'll post another update when I get some progress done.

    - Jeremy

    PS: Any ideas on Win Screen(s), layout, looks, graphics, I'd love to hear.

  5. #5

    Re: Pentominoes - Alpha release

    Leave it to kids LOL The mouse will get you every time. I was working on context sensitive mouse movements (read over glorified drag and drop) and I ran it. Worked perfectly... Or so I thought. When you let up on the mouse button the object would move back like it was supposed to but if you didn't move the mouse and clicked the button down again the object would teleport back to the mouse position

    Win screen... Hmm something like that I would personally try to use what you've already got, namely the blocks. It would'nt be too hard to have the blocks from the puzzle spell out 'SOLVED' or 'YOU WIN' in block/pixelated letters and for extra fancy kudos you could have it animated. It makes it even easier since you're using a (I assume) TDrawGrid. But whatever you choose it should definitely be satisfying your players will be working hard to see that little animation/screen and you should make it cool enough for them to want to earn it. (Just my two cents.)

  6. #6

    Re: Pentominoes - Alpha release

    No draw grid in the code, actually its using a custom control derived from TGraphicsControl for the rendering. It could be re-targeted easily to DX or OpenGL, but I wanted to keep it basic and quick to develop.

    I've been putting more thought into the Win screen and have a few ideas. One I'm playing with is simple enough, capture the puzzle after the win, shift a palette of colors and bounce the puzzle around the screen with some type of Win notice in text moving as well. At least it would keep my son entertained . Still, looking for any ideas, maybe a particle engine spewing blocks that bounce off the screen LOL

    Gave him a new build last night to play with, once its passed "QA" I'll post it up for everyone else.

    - Jeremy

  7. #7

    Re: Pentominoes - Alpha release

    "...actually its using a custom control derived from TGraphicsControl for the rendering." You made my inner nerd smile ( He likes custom controls. )

    Actually that's not a bad idea for the win screen and would look very cool. I'm looking forward to the new build... Your 'QA' department would be the envy of any developer. I get the feeling many times, as my little avatar is stuck in the wall that 'QA' departments don't exist or they hate their jobs. Either way you're five steps ahead. Keep us posted please.

  8. #8

    UPDATE: Pentominoes - Alpha release

    After a couple days of Julian pounding on it and not finding any new ways to cheat and/or break the app I'm pleased to release the next version of my Pentominoes game.

    Basically this version lets you change the colors of the board, puzzle, and pieces inside the game UI and fixes a few bugs (mentioned above). It also includes a better editor that actually lets you (gasp) load puzzle files. It still can't load puzzle files that don't use all 12 pieces, but it can load any puzzle that uses all 12 pieces. It also lets you load puzzles to play instead of selecting them at random

    Download From: http://www.eonclash.com/pentominoes/pentominoes.zip

    Next up:
    • better puzzle loading (let it load puzzles that don't use all 12 pieces)
    • better win screen
    • More puzzles
    • Better puzzle selection screen
    • High Scores board
    • Better random puzzle selection algo based on scoreboard
    • Campaign Mode (play all puzzles in a given group)
    • etc...


    - Jeremy

  9. #9

    Re: Pentominoes - Alpha release

    cool, and not too easy

  10. #10

    Re: Pentominoes - Alpha release

    I played "Pentominoes" and found it entertaining. I never heard of this before so I had a slight learning curve figuring out the objective. Now I know- fill in the game board with the available pieces. I'm at work so I fired it up thinking I would just look at it briefly for now, but its certainly addictive because it was hard to stop playing. One suggestion from the perspective of a newbee like myself is to explain the objective of the game at the top of the help screen. Also, maybe start the game with the directions (r,l,h,v) visible somewhere on the side.

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •