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    • PB____
      PB____ last edited by PB____

      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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      • PB____
        PB____ last edited by

        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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        • PB____
          PB____ last edited by PB____

          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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          • PB____
            PB____ last edited by

            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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            • PB____
              PB____ last edited by

              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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              • spikey
                spikey F last edited by

                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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                • PB____
                  PB____ last edited by

                  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 of var-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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                  • Dave
                    Dave Fuze Team last edited by

                    Am I right in saying that the version with download code: 9HD63MND1Z is the latest, @PB____ ?

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                    • PB____
                      PB____ last edited by

                      @Dave yes, the download code never changed, so you can use the same code to download updates.

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                      • PB____
                        PB____ last edited by

                        This post is deleted!
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                        • PB____
                          PB____ last edited by PB____

                          Another small update:

                          • I noticed that the song Gijs de Mik/Dango_SunRise(A) contained a long silence (this was song 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
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                          • PB____
                            PB____ last edited by PB____

                            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.
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