Patience Solitaire
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The game is live now! I've gotten the feedback that the way touch works is confusing. It currently works with gestures, so it doesn't matter where you touch the screen. It only matters how you touch the screen (swiping or tapping).
I'll try to improve this within the deadline, but I don't think I have enough time for that (I need be on time on work tomorrow)
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This game must have been a nightmare for the fuze team to review (too many submittions and over 3000 lines of code), but I've submitted it again with the same code, now with more ways of interacting with the game when it comes to touch.
Now lets see if it makes the cut for the FUZE Player :P
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I have submitted an update of the game, based on feedback that I got:
- some use of color in the background
- if you switch between docked and undocked, sometimes the score didn't look nice
- you can break from the win animation by pressing Y (this is also displayed on screen). You could already skip any card by pressing anything else
- after the card animation for winning, I've added some text animations, so that the transition between the win animation and the menu isn't so sudden
Thanks for the positive messages i received about the game :)
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I've just submitted an update that is currently pending review
It contains the following changes (among several other minor improvements):
- There is now a 'game' within the options menu, there you can configure the following:
- draw size (1 or 3 card(s))
- hints (on or off), to highlight suggestions
- seed (same seed = same deck of cards)
- It's now possible to choose between 4 songs in the sound settings menu
- Improved the loading screen
- Several subtile styling improvements
- Improvements to when you win the game
- Several improvements and fixes when it comes to controls (both buttons and touch improvements)
Let me know if you've played the latest version and find any room for improvement :-)
I have the following planned, but no promises (only if I find the time):
- Start song counting in options=>sound menu by 1 in stead of 0
- Easier way to move cards to foundation (top right), probably by pressing [x]
- Maybe (big maybe) undo/redo features (using [b] + [zl] and [b] + [zr])
- Possibly some styling improvements
- Maybe (but probably not) a way to bind controls
All feedback is welcome, especially if you find bugs :)
- There is now a 'game' within the options menu, there you can configure the following:
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I've submitted an update with:
- Many subtle improvements to the menu: code improvements, styling improvements, and improved user interaction (descriptions etc.)
- Introduced "Quick Actions" (press x to let the game decide on a move for the active card). This can be disabled from the game rules menu
- Allowing negative scores (when recycling the deck a lot) can now be disabled
- small improvements
For now I've dropped the idea for undo/redo and for key binding.
Obviously the update is still pending.
EDIT the update is live already, all feedback is welcome :-)
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Submitted a new version because there was an annoying bug:
If the bottom card wasn't visible yet, the suggestion would flash on it, I didn't fix it earlier because it was a fun bug. But with quick actions, that would mean a card could be placed at that position by executing the quick action. This could be a bug that causes you to lose the game, so wanted to fix that.Also added:
- a secret cheat so you can hide the score (in case you don't like how the score is presented).
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Shared a minor update (some changes to the code only). Reason to share is mainly to have a back-up of a version that could be good enough in my opinion.
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Another minor update is pending:
- I've attempted to be consistent per vector how I access it's properties ([0..3], .rgba or .xyzw), this was a bit of a risky refactoring to late in the process, but I think it improved readability of the code.
- It's possible to scroll through the menus using touch if swiping is disabled
- Some minor bug fixes (dropping a card on the menu button doesn't go to the menu for example)
I'd like to thank both @MikeDX and @Dave for the feedback they have given on this game after the submissions. I might have contested their feedback, but I think both my game, code and Fuze became better because of it.
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Yet another minor update:
- Improvement on how empty files are handled when starting up the program (for example when the code is copied to a new project)
- Bug fix: cursor was not reset with a new game, this could cause weird bugs.
- Added MikeDX to the credits.
- Removed herobrine
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Ok, you got me, I go now looking in the old version, if I can find out how to make him appear 🤣
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Because it was announced that the Fuze update will treat types more strictly, I've updated the types in my source code more strictly as well.
To be clear, I am in favor of the
var
keyword, but only where appropriate. So in anticipation of where the language is heading, I've reduced the amount ofvar
-usage in my code to the scenario's where I felt that it fits. In hope to improve the readability of my code as well.The update should not contain functional changes. It was just submitted, so obviously it's pending.
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Am I right in saying that the version with download code: 9HD63MND1Z is the latest, @PB____ ?
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@Dave yes, the download code never changed, so you can use the same code to download updates.
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This post is deleted! -
Another small update:
- I noticed that the song
Gijs de Mik/Dango_SunRise(A)
contained a long silence (this wassong 4
in the menu), so I've removed this song from the game - I've updated the credits so they now include the Fuze team
- Some small tweaks that people probably won't notice (improved the hyphenation algorithm, tweaked some rumble effects, etc).
- "Enable swiping" option is now called "Gestures only" and has a better description now.
- Some more small readability improvements to the code
- I noticed that the song
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Small update:
- There was a spelling error in the credits (I probably accidentally typed on the Switch when I meant to type on the computer)
- Since I updated the code anyway, added an option: shuffle intensity (slider value: 0 = start with sorted deck; 1040 = start with intensely shuffled deck).
If you want to use a seed to play the same deck of cards, you need to set the shuffle intensity value to the same value as well to end up with the same deck of cards. To replay seeds from before this update, you need to put the slider value to the max 1040 shuffle intensity (hence the weird max value, for seed backwards compatibility).
EDIT (9 july 2020):
I shared a new version with a few minor updates:- Show version number on screen in menu (now "v1.0.1")
- Show configured shuffle intensity when the seed is shown
- Draw size is now 1 by default (in stead of 3), and can also be set to 2.