
| # | User | Message | Date |
| 433 | yeksoon | speaking about games... this guys (I think its a Singapore based company) http://www.viwawa.com/ they run their games (Mahjong, Big2 etc) off Amazon's infrastructure to help handle the load. | 18-May 15:00 |
| 432 | Chris | Any willing helpers? (can't offer anything other than gratification, I'm afraid) | 15-May 3:17 |
| 431 | Chris | Am I setting myself a reasonable goal? | 15-May 3:15 |
| 430 | Chris | I'm thinking of adapting Rebtris for a very basic network-based competitive play. The idea is several people log in (to a minimal CGI server), everyone starts at the same time and scores and game-over times of all players are constantly refreshed and displayed. Ultimately determining who a) had the highest score and b) lasted the longest. The game would be capped so that no one could realistically survive past 15-20mins (I have my reasons). | 15-May 3:15 |
| 429 | Geomol | LOL :-) I had some good sleeps this week-end, as I had a fever and a bad throat. I also had time to play Assassins Creed and the old Outcast some, so I do other things than coding. :-) I've been working on many of the things, I post here in REBOL3, for some time, before I post it. | 17-Mar 8:06 |
| 428 | Gregg | I was wondering the same thing. | 17-Mar 4:46 |
| 427 | btiffin | When do you sleep John? :) | 17-Mar 0:31 |
| 426 | Geomol | The load-tga function returns an object holding TGA image information like image-data, pixel-depth, width, height, etc. | 16-Mar 22:26 |
| 425 | Geomol | Many games operate with Truevision TGA image files, also known as TARGA file format. I've made a function to load such a format:
http://www.fys.ku.dk/~niclasen/rebol/libs/gfx/tga.r
Usage:
i: load-tga %some-file.tga
img: i/as-image img is now a REBOL image! type image, that can be viewed as normal, e.g.: view layout [backdrop black image img] | 16-Mar 22:23 |
| 424 | Paul | thanks ICarii | 12-Feb 3:46 |
| 423 | ICarii | and re multiplayer version of Rebtower - its under development atm. | 12-Feb 1:32 |
| 422 | ICarii | latest rebtower should always be at http://rebol.mustard.co.nz/rebtower.zip | 12-Feb 1:31 |
| 421 | btiffin | John; I am a big fan of OSS (with enough, well barely, wisdom to know that people should earn a living) Paul; Nothing to be sorry for. That was actually a happy semi-sarcastic griping. But thanks nonetheless :) | 1-Feb 16:32 |
| 420 | Paul | Sorry to hear that btiffin, but I find once you grasp the idea behind rebtower it is a hoot. I wish the other player could be a person instead of the computer and if I were you I would approach offering it to one of those online sites or somewhere they offer internet based games and adapt it for such. | 1-Feb 13:53 |
| 419 | Geomol | :) btiffin, maybe open source and GPL together with a commercial license is the answer, at least for us software developers? | 1-Feb 9:56 |
| 418 | ScottM | after looking at Allen 's penguin card game, I downloaded the card game engine cge.bin file. I do not know how to extract .bin files. Has someone used the engine before or could point me in the right direction? | 1-Feb 6:57 |
| 417 | btiffin | Grrr... :) I have no desire for millions, but ... I wrote and published a fantasy card game back in the early 80s; an entire decade before Magic the Gathering. They made enough money to buy TSR. Rassafrassa. :) Not to say my Monster Romp (tm) game competes with Magic; I paid an artist a whole $3 for each picture, but had I flogged it I could be independently wealthy now instead of umm, not. I have about 800 decks of the original 1000 run. Sold 60 decks the one day I set up a booth to sell it, then gave away the rest. From those days forward I promised myself to never pursue an idea. Best to let them die on the operating table and skip the what if crap. That is until I bump into a greedy partner. Success requires greed imho, or at least a state of mind somewhere above "communist". :) Paul; I'm not sure, but I posted this to the calendat back in July. http://rebol/mustard.co.nz/rebtower-0.0.4.zip | 1-Feb 1:07 |
| 416 | Paul | Where do I find REBTOWER. I got what I think is an older version and I'm getting hooked on this game and want to see if it is updated. | 1-Feb 0:42 |
| 415 | Geomol | Or rob a bank and make the aircraft crash? ;) | 1-Feb 0:22 |
| 414 | Reichart | One last thing, it would be VERY cool to have it take place in something like an airport, or a factory, where you have to do a bunch of things to get a product or plane or something to take off. Prevent a bank robbery, etc. | 31-Jan 23:59 |
| 413 | Reichart | I would like them to change the "No. 1" to just "1" And it would be very nice in at least shaded colour. | 31-Jan 23:58 |
| 412 | Reichart | Yes, very cute game. | 31-Jan 23:57 |
| 411 | Geomol | Fun little single-multi-player game, where you play multi-player with yourself: http://www.nekogames.jp/mt/2008/01/cursor10.html It shouldn't be too hard to make a REBOL version, and it's a good idea, I think. My hi-score is 186. | 31-Jan 9:19 |
| 410 | Reichart | http://www.kloonigames.com/blog/games/crayon/ | 10-Jan 10:54 |
| 409 | ICarii | sudoku-solver 0.1.2 released - this successfully solves the mensa puzzle. http://rebol.mustard.co.nz/sudoku-solver.r notes: added some even harder puzzles to test upcoming XY-Chains and Swordfish | 26-Jul-07 0:03 |
| 408 | Sunanda | Nice! The last-but-one example: you say you thing requires Xwings.....It's a long slog, but it can be done with simpler techniques, eliminatimg pencil marks with hidden sets etc. The last example: you say requires swordfish -- next step can be done with coloring, after that it is easier [in my mind, coloring is a simpler technique than swordfish; but I may be old fashioned about that] | 24-Jul-07 20:33 |
| 407 | ICarii | theres a bug in the box-[row|column] methods - re-writing both from scratch so theyactually work properly :P | 24-Jul-07 12:50 |
| 406 | ICarii | solver updated to 0.1.1 - fixed quads implementation and pruned dead code :) Puzzle now set to mensa by default as im working on X / Y / XY Wings and Swordfishes atm :) | 24-Jul-07 11:39 |
| 405 | ICarii | once i get XWings, XYChains and Swordfish coded ill release the GUI etc ;) | 23-Jul-07 22:55 |
| 404 | ICarii | Sudoku Solver 0.1.0 released for further testing - can now solve all but the evillest puzzles. http://rebol.mustard.co.nz/sudoku-solver.r | 23-Jul-07 22:49 |
| 403 | Paul | ahhh thanks | 15-Jul-07 12:27 |
| 402 | ICarii | The first part of the rebtower.r file containst help instructions on how to play and what the different parts mean :) The numbers indicate a resource cost that has to be met in order to play the card. | 15-Jul-07 4:13 |
| 401 | Paul | Looks like you can play more than one at a time? | 15-Jul-07 2:59 |
| 400 | Paul | I don't understand the numbers on the cards | 15-Jul-07 2:59 |
| 399 | ICarii | heh - the object is to play your cards (left click to enlarge - right click when enlarged to play) and balance attack with resource management and castle defence to win :) | 15-Jul-07 0:06 |
| 398 | Paul | looks very cool though | 14-Jul-07 22:37 |
| 397 | Paul | My little castle keeps coming down | 14-Jul-07 22:37 |
| 396 | Paul | i download this game but don't understand how to win | 14-Jul-07 22:37 |
| 395 | ICarii | also fixed a description for the Rabid Rabbits card - it wasnt displaying its turn duration. | 14-Jul-07 22:29 |
| 394 | ICarii | RebTower 0.1.7 released.
- small fix for stacks not visually clearing after completing a game. Full version: http://rebol.mustard.co.nz/rebtower.zip (661kb) Update version (from 0.0.7 upwards): http://rebol.mustard.co.nz/rebtower.r (38kb) | 14-Jul-07 22:28 |
| 393 | ICarii | re larger screen res - ill have a look at a 1200x900 version as well but this will have to wait until after i've tested the network edition a little more - probably in a week or so :) | 12-Jul-07 0:49 |
| 392 | Ashley | Looking very good. Possible to have a setup option for larger screen res? (the card text is very hard to read on a 1920x1200 display). Perhaps just offer a couple of standard 4:3 ratio options like 800x600, 1024x768 and 1600x1200. | 11-Jul-07 23:54 |
| 391 | ICarii | RebTower 0.1.6 Released # few minor bug fixes # added maximum limits to Resources (9), Stockpiles (999), Tower(100), Walls(100). Full version: http://rebol.mustard.co.nz/rebtower.zip (661kb) Update version (from 0.0.7 upwards): http://rebol.mustard.co.nz/rebtower.r (37kb) | 11-Jul-07 22:51 |
| 390 | ICarii | thanks for the link :) | 11-Jul-07 13:56 |
| 389 | Dockimbel | Btw, your games reminds me a lot this other online card game : http://www.maganicwars.com (very good and addictive!) | 11-Jul-07 13:56 |
| 388 | Dockimbel | Yes, one, it doesn't say who's winning the battle ! ;-) | 11-Jul-07 13:46 |
| 387 | ICarii | Any notes on things i will need to add/change etc for lobby interface appreciated :) | 11-Jul-07 12:46 |
| 386 | ICarii | Coming Soon ;-) http://rebol.mustard.co.nz/rebtower-ne-lobby.png | 11-Jul-07 12:45 |
| 385 | ICarii | .. and the inevitable bugfix for playback mode.. 0.1.4 adds a fix for resetting playback mode after a win.. | 7-Jul-07 2:57 |
| 384 | ICarii | Still to come is a stats mode and Reichart's help file ;-) | 7-Jul-07 2:40 |
| 383 | ICarii | RebTower 0.1.3 released. Changes: # Fixed transparency issues with played cards # Stacks now zoomable # All new PLAYBACK MODE. (Press p to check out all the stages of a completed round) Full version: http://rebol.mustard.co.nz/rebtower.zip (661kb) Update version (from 0.0.7 upwards): http://rebol.mustard.co.nz/rebtower.r (34kb) | 7-Jul-07 2:39 |
| 382 | ICarii | ahh - if it happens again let me know and ill try to track it down - theres a check on zooming cards that only lets it happen at certain time | 6-Jul-07 4:17 |
| 381 | yeksoon | yes, it is version 0.1.2 I suspect that I was clicking too many times as I deal my last card...and the system (or game) may be trying to pop up the 'Victorious' screen | 6-Jul-07 4:15 |
| 380 | ICarii | yeksoon - is your version 0.1.2? This was a problem with extra turn cards in previous games. | 5-Jul-07 19:02 |
| 379 | yeksoon | nice game... though..in one of the game ...it hanged. (not sure why) - last card to win and it just hanged. | 5-Jul-07 15:57 |
| 378 | Terry | hmm 109 rounder ... nice game James | 5-Jul-07 8:44 |
| 377 | Chris | An example, the card reveals a semi-transparent black halo as it zooms with window-like controls on the top-right --> a down arrow (unzoom, though right-click on the card can do this too) and an X (discard). | 5-Jul-07 3:35 |
| 376 | Chris | Another possibility is to reveal icons when the card is in zoom (right-click) mode? | 5-Jul-07 3:32 |
| 375 | ? | Good to understand your logic. OK, then may I suggest then: - Left click - plays card (you should put this to a vote) - Right click examines card (since this is how every OS is designed). But also: Leave about 20 pixels below the cards. When you move your mouse over a card, that space shows the word "Details" or "more" You can discard from the details view of the card. Unless the game is a trigger game, or speed is required, sticking to just simple left button to do most things is the best way to go. Of course, until I learn the actual point of this game (the rules) and "feel" the cadence of the game, it is hard to tell. | 4-Jul-07 21:33 |
| 374 | ICarii | re mouse interface - the problem here is there are 3 distinct operations needed: Zoom, Play and Discard. Seeing as double-click under rebol also activates click i wasnt able to use that without messy workarounds and I'm not too fond of using keyboard unless totally necessary. The current Left click to select then right click to play (or left click again to shrink) was chosen because it is a natural thing for us to want to inspect something before using it - using right click to do the actual playing was probably a little confusing for people at first but it quickly catches on. The only gotchya is perhaps I really should add a warning on discard option so people dont willy-nilly throw away cards while thinking they are playing them :) | 4-Jul-07 19:47 |
| 373 | ? | James, may I suggest swapping the mouse interface: - Left click playes the card. - Right click zooms on it Most peope will learn what the card does very quickly, so it would imply that using the common left click would be best for "playing" while right click is for examaning... thoughts? | 4-Jul-07 17:42 |
| 372 | ICarii | RebTower 0.1.0 - added spacebar toggle to turn mode after accidentally turning it off on 0.0.9 ;-) From now on the latest versions will always be found below (its relatively stable now). http://rebol.mustard.co.nz/rebtower.zip (for full - 657kb) or http://rebol.mustard.co.nz/rebtower.r (for update from versions 0.0.7 and higher - 24kb) | 4-Jul-07 11:54 |
| 371 | ICarii | RebTower 0.0.9 - bugfix for infinite loop when ending game on an extra turn card. http://rebol.mustard.co.nz/rebtower-0.0.9.zip (for full - 657kb) or http://rebol.mustard.co.nz/rebtower.r (for update from versions 0.0.7 and higher - 24kb) | 4-Jul-07 11:21 |
| 370 | ICarii | need to left click to select a card then right click it whill full size to play. right clicking a card in normal mode discards it :) | 4-Jul-07 10:03 |
| 369 | ICarii | lol... i think i know what happened - you discarded rather than played a card :) | 4-Jul-07 10:02 |
| 368 | ICarii | Terry - are you using version 0.0.8? Feedback like this is very important as there may still be bugs but not as major as incorrect damage.. | 4-Jul-07 9:58 |
| 367 | Terry | (That's a joke R.) | 4-Jul-07 7:57 |
| 366 | Terry | Reichart should turn this into a one armed bandit. | 4-Jul-07 7:56 |
| 365 | Terry | I now have 40 tower, 12 wall... . it has 40 tower, 20 wall?.. and Im down 5 wood as well.. | 4-Jul-07 7:56 |
| 364 | Terry | It played 'Trollkin' damage'.. . 8 dmg, -5 wood | 4-Jul-07 7:55 |
| 363 | Terry | 2nd turn, we both have 40 tower, 20 wall... Im going to play 'dogs of war' which is 5 dmg to enemy.. | 4-Jul-07 7:54 |
| 362 | Terry | New game, first card is ' steal up to 10 energy'.. we both now have 10 ? | 4-Jul-07 7:52 |
| 361 | Terry | Then a trebuchet and still nothing ?? | 4-Jul-07 7:50 |
| 360 | Terry | Then a +5 damage, and nothing happens?? | 4-Jul-07 7:50 |
| 359 | Terry | I used a +10 to tower, it used a 4 damage, and my tower only went up +1 ? | 4-Jul-07 7:48 |
| 358 | Terry | I think it's bugged out.. use a few cards and no changes.. like +1 to forest, and exactly the same next turn? | 4-Jul-07 7:46 |
| 357 | Terry | The rules seem to go like this.. you get the lousy cards, and the machine pwns ;) | 4-Jul-07 7:38 |
| 356 | ICarii | a brief explanation is inside the rebtower.r file at the moment - im working on a pretty help file and preferences at the moment ;) | 4-Jul-07 5:56 |
| 355 | ? | When do we get rules? | 4-Jul-07 5:31 |
| 354 | ICarii | RebTower 0.0.8 - bugfix for turn-pause on winning. http://rebol.mustard.co.nz/rebtower-0.0.8.zip (for full) or http://rebol.mustard.co.nz/rebtower.r for update only | 4-Jul-07 2:51 |
| 353 | ICarii | RebTower 0.0.7 has been released. - All art is now completed. - Card Builder is included with this release so you can make/modify your own cards. - Added turn pause mode so you can get a better look at the cards the computer plays. Get it at: http://rebol.mustard.co.nz/rebtower-0.0.7.zip (657kb) | 4-Jul-07 1:46 |
| 352 | ? | Looking good, tel me when complete. | 3-Jul-07 2:05 |
| 351 | ICarii | all cards are there but mini-image art is missing from the last 19 :( took 8 hours to get the first 19 sorted.. | 2-Jul-07 14:47 |
| 350 | ICarii | that should give you a better idea of art direction etc Reichart ;) | 2-Jul-07 14:46 |
| 349 | ICarii | card artwork for the new version of rebtower is located at http://rebol.mustard.co.nz/rebtower-card-art.zip this includes all card stats etc. in their final form. I'm halfway through the art.. 21/40 done. | 2-Jul-07 14:45 |
| 348 | ICarii | there is an error with the vampiric amoebas - the line should read as follows in the starter-deck.txt: (else player takes damage while enemy heals ;-) ) "Vampiric Amoebas" cost [6 0 0] damage-o [6 0 0] duration [8 damage [0 -1 0] damage-o [1 0 0]] {enemy:^/6 damage^/1 damage every turn^/+1 wall to player every turn^/last 8 turns} | 1-Jul-07 6:36 |
| 347 | ICarii | re zoom - that will speed up greatly once i turn card info into a static image - later today hopefully | 30-Jun-07 22:04 |
| 346 | ICarii | version 5 released: http://rebol.mustard.co.nz/rebtower-0.0.5.zip notes: 0.0.5 fixed card font display, rebalanced deck (somewhat) - removed debug-info - resources: right justified text | 30-Jun-07 22:03 |
| 345 | ICarii | spelt... slept... obviously im still asleep ;) | 30-Jun-07 20:21 |
| 344 | ICarii | - re help: now that ive spelt ill add it in ;) - ill write some docs :( - re zoom: can do - i need to add a preferences section anyway where you can set zoom smoothness etc depending on system speed. - re numbers justification - will do - re status output - its there until all the deck cards are ready and the deck is also balanced properly - so could be a little while ;) | 30-Jun-07 20:21 |
| 343 | ? | - Need help (I have no idea how to play this game. - Make zoom effect of cards twice as fast. - Full screen mode? - Right justify all numbers. - What is with the status output .......................["blah blah blah "] | 30-Jun-07 20:14 |
| 342 | ICarii | http://rebol.mustard.co.nz/rebtower-0.0.4.zip is the link | 30-Jun-07 14:14 |
| 341 | ICarii | RebTower 0.0.4 released. This version is playable :)
Quick notes:
left click a card to select it (it will enlarge in size) then either left click it again to replace it or right (Alt) click it to play it.
only cards that are alpha/0 (ie solid) can be played unless you are discarding.
if all your cards are transparent you will have to discard.
the object of the game is to destroy your oponnents tower while keeping yours alive. Yes, I know the debug info is still displaying - the final image cards are not ready yet :) | 30-Jun-07 14:13 |
| 340 | ICarii | Yup - sounds good - adding proper playcard selection and movement to playarea and discards atm. | 30-Jun-07 6:35 |
| 339 | ? | You are going to want to have the ability to "highlight" things. Which means one of two things. The art needs to be bigger to begin with, for example to have a highlight or glow, or you need to add the glow or effect afterwards. So for example, when the cards are on the board, they are normal, when a card lifts off the board, it should be highlighted in some way. It is a simple and subtle trick that will bring the board to life, and give it depth. | 30-Jun-07 6:08 |
| 338 | ? | May I suggest building Help in now. In other words, start with a start screen that offers [Play] and [Help], and [About] | 30-Jun-07 6:04 |
| 337 | ICarii | RebTower updated. http://rebol.mustard.co.nz/rebtower-0.0.2.zip Changes: - Card types are now loaded from the starter-deck.txt file. - template.txt holds the name of a card and how many times it occurs in a deck. - Added win / lose screens and an intro screen (very basic at the moment). - Fixed a rebview.exe not closing when window closes issue. - Cleaned up a few show-stopping bugs internally ;) | 30-Jun-07 4:39 |
| 336 | ICarii | For the Icons at the top: Blue = Crystal Mines, Green = Forests, Red = Gold Mines. These are your base resources that reproduce each turn. They create stockpiles of Energy, Wood and Gold respectively. These stockpiles are used to activate cards in your hand. card.png is the 'hidden' or deck card face. This is used to hide the computer's cards and the deck and discard piles. card1.png is a sample of the format that the card images are in. This can be used as a basis for creating new cards to the correct size. (86x64 pixel size with a 7x7 pixel offset into the card1.png template). I have a card editor that can add in the card details to match their stats etc. Regarding image names - ill compile a full list and place it on the website later today once i finalise the deck size :) | 29-Jun-07 23:19 |
| 335 | ? | What do the three icons at the top mean (sky, forrest , cave)? | 29-Jun-07 16:27 |
| 334 | ? | Then I will step in and do a number on it. | 29-Jun-07 16:26 |
| 333 | ? | So, let me help you help me (I have designed about 120 video games). You need to break down your art as follows name, size, comments For example In looking at your image names, I can't map them to "purpose" What are card and card1? May I suggest you rename things first, and a smart move is to put in place holder art that is the size you want to finally use. Even if it just has the name of what will be there, ie "Gold" etc. | 29-Jun-07 16:26 |
| 332 | ICarii | ;Building Cards "Minor Repairs" cost [0 5 0] damage [0 -5 0] "Unassailable Walls" cost [0 10 2] damage [0 -10 0] "Fortifications" cost [0 6 5] damage [0 -8 -4] "Ivory Tower" cost [5 0 9] damage [0 0 -10] "Stone Masons" cost [0 6 4] damage [0 0 -5] "War Plans" cost [10 0 10] condition [(def-p < 10) and (core-p < 20) [damage [0 def-p - 10 core-p - 20]][damage [0 -5 -10]]] | 29-Jun-07 16:06 |
| 331 | ICarii | Sample Resource cards:
Source Cards
"Extra Crystal Mine" cost [6 0 7] source [1 0 0]
"Extra Forest" cost [3 0 9] source [0 1 0]
"Extra Gold Mine" cost [0 12 2] source [0 0 1]
"Crystal Mine Collapse" cost [0 5 8] source-o [-1 0 0]
"Forest Fire" cost [9 0 3] source-o [0 -1 0]
"Gold Mine Collapse" cost [6 8 0] source-o [0 0 -1] Stockpile Cards (zero cost) "Energizing Aura" stockpile [5 0 0] "Fertile Season" stockpile [0 5 0] "Pieces of Eight" stockpile [0 0 5] "Draining Aura" stockpile-o [-9 0 0] "Harsh Winter" stockpile-o [0 -9 0] "The Taxman" stockpile-o [0 0 -9] "Visiting Traders" stockpile [4 4 4] | 29-Jun-07 15:49 |
| 330 | ICarii | and a partridge in a pear tree ;) | 29-Jun-07 15:04 |
| 329 | ICarii | 6 resource based images - 1 each for gold, wood and energy. then 1 each for destroyed mine, energy vortex, burning forest. 6 resource conversion images - wood seller (wood to gold), gold to wood, gold to energy, energy to gold, energy to wood, wood to energy 3 stockpile (as opposed to mine/forest) depletion images - energy, wood, gold. 3 stockpile increase images (energy wood gold) then some building related images for walls / towers probably 2 wall building, 2 tower building, 1 dual wall + tower build ;) then a few combat wall/tower destroying images - ive yet to balance that bit :) | 29-Jun-07 15:03 |
| 328 | ICarii | will do :) | 29-Jun-07 15:02 |
| 327 | ? | James, do me a favour, click that little icon of the pen above the new messsage input window. Then enter your list again in "one entry"
You will need to press control + S to send it, or press teh send button. Then I can copy your list easily, and work on it. | 29-Jun-07 15:02 |
| 326 | ICarii | I tried to set up the core program to be generic so people can make their own resource types, eg a Coders/Public Relations/Cash resource for a modern theme :) | 29-Jun-07 14:50 |
| 325 | ICarii | forgot to hide as I delete :) | 29-Jun-07 14:48 |
| 324 | ICarii | and i just realised it need to fix the card zooming its getting irritating zooming the same card on multiple images ;) | 29-Jun-07 14:47 |
| 323 | ICarii | ;) then a few combat wall/tower destroying images - ive yet to balance that bit :) | 29-Jun-07 14:46 |
| 322 | ICarii | then some building related images for walls / towers probably 2 wall building, 2 tower building, 1 dual wall + tower build | 29-Jun-07 14:45 |
| 321 | ICarii | 3 stockpile (as opposed to mine/forest) depletion images - energy, wood, gold. 3 stockpile increase images (energy wood gold) | 29-Jun-07 14:44 |
| 320 | ICarii | 6 resource conversion images - wood seller (wood to gold), gold to wood, gold to energy, energy to gold, energy to wood, wood to energy | 29-Jun-07 14:42 |
| 319 | ICarii | 6 resource based images - 1 each for gold, wood and energy. then 1 each for destroyed mine, energy vortex, burning forest. | 29-Jun-07 14:41 |
| 318 | ? | More importantly, I don't have an ego about you not liking it or not wanting to use something, or simply wanting changes. Yes, yes, all the other raindeer artists thought I was strange. | 29-Jun-07 14:41 |
| 317 | ? | I own a LOT of art, and I can whip stuff out very quickly. | 29-Jun-07 14:40 |
| 316 | ? | What did you have in mind for the images? | 29-Jun-07 14:40 |
| 315 | ICarii | I'm still trying to build a 40 card starter deck and balance it at the moment before i finalise needed images | 29-Jun-07 14:32 |
| 314 | ICarii | some 86x64 pixel images to depict various cards | 29-Jun-07 14:31 |
| 313 | ? | What artwork do you need (exactly)? | 29-Jun-07 14:31 |
| 312 | ICarii | please note that I have used the Verdana font so if you want ti to display properly in linux rename the font to something else | 29-Jun-07 14:18 |
| 311 | ICarii | transparent cards are cards that player cannot currently afford to play due to resource lack | 29-Jun-07 14:15 |
| 310 | ICarii | The green and red writing is debug messages showig cards - this will not be visible in final. White text is currently played card(s) this is also replaced by actual cards in final | 29-Jun-07 14:14 |
| 309 | ICarii | RebTower Demo available at: http://rebol.mustard.co.nz/rebtower-demo.zip - non demo version should hopefully be out in a couple of days once I get the artwork finalised and the AI beaten into shape. Current demo plays computer vs computer in simulation mode. | 29-Jun-07 14:12 |
| 308 | ICarii | using 0.9 here - not sure what latest is (probably 2.0 lol) | 28-Jun-07 19:17 |
| 307 | Alan | ICarii: have you tried the new terragen version ? | 28-Jun-07 17:55 |
| 306 | Anton | Yes, looking nice and polished. | 28-Jun-07 16:30 |
| 305 | ICarii | free + stock + photos on google :) Or i dig thru the 40+ gig i have here :) | 28-Jun-07 14:34 |
| 304 | Geomol | Do you have a prefered place to look for stock photos? | 28-Jun-07 14:33 |
| 303 | Geomol | oki | 28-Jun-07 14:31 |
| 302 | ICarii | well geometric + photoshop :) | 28-Jun-07 14:31 |
| 301 | ICarii | ahh - forest and cave are from stock photos and the blue is a geometric effect | 28-Jun-07 14:30 |
| 300 | ICarii | verdana font - which i may have to change for OSX/Linux compatibility | 28-Jun-07 14:29 |
| 299 | Geomol | I mean the drawings, the blue 'energy', forest and brown cave. | 28-Jun-07 14:29 |
| 298 | ICarii | used draw with a white on silver shadow | 28-Jun-07 14:28 |
| 297 | Geomol | Especially the small drawings with number on top is great. How do you produce them? | 28-Jun-07 14:28 |
| 296 | ICarii | ideally ill dust off terragen and make my own backdrops when i get a little more time | 28-Jun-07 14:27 |
| 295 | ICarii | all except the backdrop which is Alan Wheat's | 28-Jun-07 14:26 |
| 294 | Geomol | Do you produce all the graphics yourself? | 28-Jun-07 14:26 |
| 293 | Geomol | Yeah, it looks nice! | 28-Jun-07 14:25 |
| 292 | ICarii | The AI isi proving to be a pain :) I keep thinking - "What would i do next" .. takes ages :( | 28-Jun-07 14:19 |
| 291 | Gregg | Very nice James! | 28-Jun-07 14:18 |
| 290 | ICarii | RebTower (Old School MTG based card game) almost complete - just finishing deck art and AI for computer player. http://rebol.mustard.co.nz/rebtower-wip.jpg | 28-Jun-07 14:14 |
| 289 | ? | I really hate that linux allows case. | 6-Jun-07 3:20 |
| 288 | ICarii | re the tileset name - thanks for mentioning that - i thought i'd caught them all - obviously not :) | 5-Jun-07 20:11 |
| 287 | Mario | Mahjong also has Italian rules afaik, it was imported, I don't know when or by whom, in central Italy. It is also played in Japan and I had a Japanese computer game of Mahjong that it's defined unplayable by Chinese people I know. About the tileset: on Linux I had problems with the capitalised filename as %TileSet.png differs from %tileset.png | 5-Jun-07 17:04 |
| 286 | ICarii | and ideally it needs to work in linux, windows and osx | 5-Jun-07 13:36 |
| 285 | ICarii | i need the GL to be accessible from v standard view | 5-Jun-07 13:34 |
| 284 | ICarii | and i could use the sdk i have here but then its no use to users | 5-Jun-07 13:34 |
| 283 | ICarii | winXP here :) | 5-Jun-07 13:33 |
| 282 | Geomol | There are 2 OpenGL implementations for REBOL already. One by Cyphre, that require REBOL/Command (I think), and mine requiring GLServer (compiled C program, only for OS X so far). | 5-Jun-07 13:33 |
| 281 | ICarii | then the server will be ready | 5-Jun-07 13:32 |
| 280 | ICarii | just waiting on async ports in R3 | 5-Jun-07 13:32 |
| 279 | ICarii | but ive got a MMORPG to do in openGL before that :) | 5-Jun-07 13:31 |
| 278 | ICarii | when R3 is released and someone writes the OpenGl plugin :P | 5-Jun-07 13:28 |
| 277 | Geomol | Any plans for an OpenGL version with perspective 3D tiles? | 5-Jun-07 13:27 |
| 276 | ICarii | i just found some nice Kyodai Mahjong tilesets - ill write an import for them as well | 5-Jun-07 13:16 |
| 275 | ICarii | at persent id reccommend lledorin tileset 1 for brightness and clarity | 5-Jun-07 13:09 |
| 274 | ICarii | if i can get them to load - im getting 404 errors here | 5-Jun-07 13:08 |
| 273 | Maxim | other mahjong have this and its actually quite cool. | 5-Jun-07 13:07 |
| 272 | Maxim | with watevertiles.png pointing to other tiles (one tileset per button) | 5-Jun-07 13:07 |
| 271 | Maxim | would it be hard to make a button which basically does ?: write/binary %tileset.png read/binary http://www.lelldorin.de/beos/whatevertiles.png | 5-Jun-07 13:06 |
| 270 | ICarii | has alternative bright tilesets | 5-Jun-07 13:05 |
| 269 | ICarii | http://www.lelldorin.de/beos/ | 5-Jun-07 13:05 |
| 268 | ICarii | hmm.. i used a standard tileset format so ill post a link to compatible tilesets.. brb | 5-Jun-07 13:03 |
| 267 | Maxim | I also found it a bit tough to separate a few tiles, cause the contrast is a bit too low. | 5-Jun-07 13:03 |
| 266 | yeksoon | interesting..never know about American? | 5-Jun-07 13:03 |
| 265 | ICarii | Personally i like the classical Chinese hands with a few of the 1920's American hands like knitting/double knitting thrown in :) | 5-Jun-07 13:02 |
| 264 | ICarii | eg. classical Chinese vs Hong Kong vs Taiwanese vs American | 5-Jun-07 13:02 |
| 263 | ICarii | yes but then you need to decide on the hands allowed as well depending on teh variation played | 5-Jun-07 13:01 |
| 262 | yeksoon | leave it to the players to do the scoring | 5-Jun-07 13:01 |
| 261 | ICarii | the only hard thing about creating the multiplayer version of mahjong is the infernal scoring :( So many differetn variations | 5-Jun-07 13:00 |
| 260 | ICarii | well.. maybe 80 years ;) | 5-Jun-07 12:56 |
| 259 | ICarii | i just scanned my mahjong set at home - they are ivory so they are dull after 100 years :) | 5-Jun-07 12:54 |
| 258 | ICarii | just edit the tileset :) | 5-Jun-07 12:53 |
| 257 | ICarii | reichart mention trhat too | 5-Jun-07 12:53 |
| 256 | yeksoon | the tiles does not looks bright enough for me. Am I the only one with this problem? is there an easy way to change that? | 5-Jun-07 12:53 |
| 255 | ICarii | but waiting on the altme 3 game lobby | 5-Jun-07 12:51 |
| 254 | ICarii | that may happen one day :) | 5-Jun-07 12:50 |
| 253 | yeksoon | I was hoping for the other 'mahjong'..... | 5-Jun-07 12:50 |
| 252 | ICarii | im still a little unhappy with its fullscreen redraw in 1280x1024 but beggers cant be choosers ;) | 5-Jun-07 12:21 |
| 251 | ICarii | :) ty | 5-Jun-07 12:21 |
| 250 | Maxim | very nice game icarii :-D | 5-Jun-07 12:20 |
| 249 | ICarii | had 2 extra tiles in the map for some reason.. was causing unfinishable games :( | 5-Jun-07 12:03 |
| 248 | ICarii | .r file is just for updaters who already have resources :) altho i did fix the ricebowl.map in this update | 5-Jun-07 12:02 |
| 247 | Pekr | yes, you have to download zip | 5-Jun-07 12:01 |
| 246 | Maxim | running the .r file directly doesn't work for me (its missing the tiles...) | 5-Jun-07 12:01 |
| 245 | ICarii | save/load does NOT currently save score/timer - ill fix that tomorrow | 5-Jun-07 12:00 |
| 244 | ICarii | scoring is pretty basic at the moment. -100 for a shuffle, -10 for a hint, +10 for a successful removal. | 5-Jun-07 11:59 |
| 243 | ICarii | not to happy with the general rendering performance im now seeing but ill do cleanup tomorrow hopefully. | 5-Jun-07 11:58 |
| 242 | ICarii | Mahjong updated with save/load, scoring, timer, fixed ricebowl map and other general craziness. http://rebol.mustard.co.nz/mahjong.zip or http://rebol.mustard.co.nz/mahjong.r if you dont care about the bad ricebowl.map | 5-Jun-07 11:58 |
| 241 | ICarii | :) | 4-Jun-07 12:37 |
| 240 | Mario | OK, you know where to find me if you quickly finish the golf game... | 4-Jun-07 12:36 |
| 239 | ICarii | re - ants - perhaps a little later - Geomal has passed a golf game for me to ook at first :) | 4-Jun-07 12:35 |
| 238 | ICarii | i think altme has wonderful potential as a lobby site - we just need to get an altme approved api interface before making games | 4-Jun-07 12:35 |
| 237 | Mario | Want it? | 4-Jun-07 12:34 |
| 236 | Mario | Some time ago I was writing an Ants game (originally written in Peter Language 1 player vs computer) and wanted to port it to REBOL with 2 player (online too) | 4-Jun-07 12:34 |
| 235 | ICarii | ideally hosted within altme :) | 4-Jun-07 12:34 |
| 234 | ICarii | im waiting for R3 until i start on 2 player games - I would like to make a gaming lobby where you can launch various simple games like backgammon etc | 4-Jun-07 12:33 |
| 233 | Mario | If you don't like it I think there are at least another 7580 games you can easily find... ;) | 4-Jun-07 12:33 |
| 232 | ICarii | timer/load/save game are done - just trying to see how I should do the scoring - whether there are penalties for shuffling, undo etc | 4-Jun-07 12:32 |
| 231 | Mario | Another (non solitary) game: http://www.boardgamegeek.com/game/7581 | 4-Jun-07 12:32 |
| 230 | ICarii | :) i'll see what i can do - no promises until I get Mahjong fully finished :) | 4-Jun-07 12:31 |
| 229 | Mario | ICarii: "original c++ code" [...] "converting to rebol was a big mindset change" => Maybe I am late but what about a small "REBOL for C++ game programming Guide"? It might be in the form of good comments in the mahjong.r code or an Article on rebol.org | 4-Jun-07 12:27 |
| 228 | ICarii | http://rebol.mustard.co.nz/mahjong.r for script only or http://rebol.mustard.co.nz/mahjong.zip for the whole lot | 4-Jun-07 1:32 |
| 227 | ICarii | Mahjong Solitaire updated to do dynamic scaling on resize | 4-Jun-07 1:31 |
| 226 | ICarii | thx | 3-Jun-07 9:53 |
| 225 | Geomol | I write you in private. | 3-Jun-07 9:53 |
| 224 | Geomol | yes 2 sec. | 3-Jun-07 9:53 |
| 223 | ICarii | want me to check it in windows XP? | 3-Jun-07 9:50 |
| 222 | Geomol | I just checked the code. I made it under Linux, and it gives an error regarding a "dirty?" variable with View 2.7 under OS X. I can get it running with 2.6. | 3-Jun-07 9:50 |
| 221 | ICarii | sounds quite fun :) | 3-Jun-07 9:47 |
| 220 | Geomol | We could make a mini-golf together? I have some code, that is the start of such a game. | 3-Jun-07 9:45 |
| 219 | Geomol | "Fire & Ice"! :-) Oh, not so simple, I guess. | 3-Jun-07 9:44 |
| 218 | ICarii | are there any other suggestions for simple games that people would like to see in rebol? | 3-Jun-07 9:42 |
| 217 | ICarii | direct access to .r file with changes is: http://rebol.mustard.co.nz/mahjong.r (assuming you already have images and maps). | 3-Jun-07 9:24 |
| 216 | ICarii | hints completed + warnings - new version going up now. | 3-Jun-07 9:20 |
| 215 | ICarii | unlimited undo completed, hints on the way :) | 3-Jun-07 7:18 |
| 214 | ICarii | gah - i forgot how hard the ricebowl map was.. | 3-Jun-07 5:45 |
| 213 | ? | Yeah....agreed. | 3-Jun-07 5:43 |
| 212 | ICarii | i tried under R2 to layer the sound but it was a huge mess :( | 3-Jun-07 5:42 |
| 211 | ? | Although if sound is written correctly to begin with, then it should be threaded internally (since Rebol is interpreted). | 3-Jun-07 5:41 |
| 210 | ? | True. | 3-Jun-07 5:41 |
| 209 | ICarii | sound is always nice threaded - that way you can layer | 3-Jun-07 5:40 |
| 208 | ? | hmmm. I'm not sure it needs threading, but OK. | 3-Jun-07 5:40 |
| 207 | ICarii | ui, sound, i forget what the other one was for | 3-Jun-07 5:39 |
| 206 | ? | for | 3-Jun-07 5:39 |
| 205 | ? | What did you use threads fro? | 3-Jun-07 5:39 |
| 204 | ICarii | heh | 3-Jun-07 5:39 |
| 203 | ? | We need a Rebol tile set. Perhaps someone will build them from famous Rebol programmers. | 3-Jun-07 5:38 |
| 202 | ? | One of my close friends and x-employees wrote most of the drivers for BeOS. | 3-Jun-07 5:38 |
| 201 | ICarii | altho the original was multithreaded so when R3 comes i might add that back in | 3-Jun-07 5:38 |
| 200 | ICarii | converting to rebol was a big mindset change | 3-Jun-07 5:38 |
| 199 | ICarii | yup for BeOS | 3-Jun-07 5:38 |
| 198 | ? | You have written this in C++ before? | 3-Jun-07 5:37 |
| 197 | ICarii | im only half way through my original c++ code - most of what you mentioned is in that already | 3-Jun-07 5:37 |
| 196 | ICarii | :) | 3-Jun-07 5:36 |
| 195 | ? | Cool, looks like about 8 hours more and you have a complete game. | 3-Jun-07 5:36 |
| 194 | ICarii | you can always reshuffle - but i will be allowing user seeds eventually - the code has it just not the interface yet. same with undo etc | 3-Jun-07 5:36 |
| 193 | ? | Speaking of seed value. Are you randomly setting the board, or "building" the board from a known seed? People hate to play a game that can't be won. | 3-Jun-07 5:35 |
| 192 | ICarii | hehe - you found my todo list - i didnt have to write it after all :) | 3-Jun-07 5:34 |
| 191 | ? | Great start. Feedback - Allow full screen: Stretch to fit. - Start with larger tiles (some of us are old) - Tiles need to be much brighter and higher contrast (yes I know I can change this myself). - 3D effect should center single point perspective, not isometric. - Score? - Seed value? - Help? (shortcuts, etc.) - Undo? - Timer? - When there are no more moves, you should be notified. | 3-Jun-07 5:33 |
| 190 | ICarii | ;) | 3-Jun-07 5:19 |
| 189 | Terry | um.. nm | 3-Jun-07 5:19 |
| 188 | Terry | needs a header | 3-Jun-07 5:19 |
| 187 | ICarii | there ya go Reichart :) Its still got a lot of bells i need to add but its functional and has 7 default boards :) | 3-Jun-07 4:55 |
| 186 | ICarii | Mahjong Solitaire for rebol released. http://rebol.mustard.co.nz/mahjong.zip | 3-Jun-07 4:54 |
| 185 | ICarii | ill add it here soon :) not much longer :) | 2-Jun-07 23:33 |
| 184 | ? | here? : ) | 2-Jun-07 23:27 |
| 183 | ICarii | will do | 2-Jun-07 22:05 |
| 182 | ? | Post a link please. | 2-Jun-07 21:37 |
| 181 | ICarii | a Rebol version of Mahjong solitaire is almost complete and should hit the ML and announce later today - just adding an editor atm :) | 2-Jun-07 20:54 |
| 180 | Maxim | hehe changes a bit the meaning ;-) | 17-Jan-07 17:24 |
| 179 | Volker | misparsed your sentence. "if I'd like", not "i would" | 17-Jan-07 17:12 |
| 178 | Volker | Then i would have somebody to play my weird games with me^^ | 17-Jan-07 17:11 |
| 177 | Maxim | volker... sometimes I wonder if I'd like to be in your head ;-) | 17-Jan-07 17:10 |
| 176 | Maxim | my system would want to make every agent constantly loose his abilities. unless he acts. and implement a fear of loss. | 17-Jan-07 17:09 |
| 175 | Volker | and you can play amazon. when x is picked, offer y too. | 17-Jan-07 17:09 |
| 174 | Volker | But yes, the rules and agents would adapt. | 17-Jan-07 17:09 |
| 173 | Maxim | hehe. | 17-Jan-07 17:08 |
| 172 | Volker | thinking about it, i guess its more like an advertising game. | 17-Jan-07 17:08 |
| 171 | Maxim | ok, I guess what you are talking leads to a way to create learning agents. | 17-Jan-07 17:08 |
| 170 | Volker | but i guess that is completely different. | 17-Jan-07 17:07 |
| 169 | Volker | you can buy rules(statistics) and tune your avatars to match them. | 17-Jan-07 17:06 |
| 168 | Volker | there are featurs of avatars and rules for picking. the rules can be influenced by both parties. | 17-Jan-07 17:05 |
| 167 | Volker | i imagine a google-page. both try to place results there. but not by real search, thy just have features. like when you optimize something for customers. | 17-Jan-07 17:04 |
| 166 | Maxim | ranking in the sense of knowing who is wining or in the sense of putting value to agent's perception? | 17-Jan-07 17:04 |
| 165 | Volker | not realy searching. more about ranking. | 17-Jan-07 17:03 |
| 164 | Maxim | hummm I think you lost me a bit there :-) | 17-Jan-07 17:02 |
| 163 | Maxim | search what? | 17-Jan-07 17:02 |
| 162 | Volker | and the "visitor" are some random bots. | 17-Jan-07 17:01 |
| 161 | Maxim | hum... what you describe is a bit like fog of war in most rts. | 17-Jan-07 17:01 |
| 160 | Volker | How about a game where people must optimize search? but the ranking is based on the statistics both own. then you need good statistics and must optimize your avatars(pages) to match them | 17-Jan-07 17:01 |
| 159 | Volker | hmm, maybe think links. thereis no real map, only relations. when someone browses, the page is picked by chance too, not only choice. when something good happens and you have high statistics, you may get it. | 17-Jan-07 16:58 |
| 158 | Maxim | I guess with specific physics... I guess we could even choose things like gravity, light, sound... hey, imagine an rts which can be played by blind people! | 17-Jan-07 16:58 |
| 157 | Maxim | the terrain, if that is what you mean, would be randomised in some way. | 17-Jan-07 16:57 |
| 156 | Maxim | hum I think you lost me there... but please explain more, it might expand my conception of my own concept :-) | 17-Jan-07 16:56 |
| 155 | Volker | you have a chnace to be somewhere, or something. | 17-Jan-07 16:55 |
| 154 | Volker | like electrons. | 17-Jan-07 16:55 |
| 153 | Maxim | physical movement? | 17-Jan-07 16:55 |
| 152 | Maxim | what do you mean by "your chances to be near xxx" | 17-Jan-07 16:54 |
| 151 | Volker | and then a map? or something like: your chances to be near a subrabwor are 1:5? | 17-Jan-07 16:54 |
| 150 | Maxim | for combat this is easy... % of chance to hit... and number of hp damage, with probability of higher damage costing more. so a one in six damage costs less than a 4 in 6 damage. | 17-Jan-07 16:53 |
| 149 | Maxim | now that is the concept. implementation is obviously a question of many micro-evolutions of the engine's capabilities... each little step adding a multitude of options. | 17-Jan-07 16:52 |
| 148 | Volker | How do the statisticswork? deciding how often you stumble? | 17-Jan-07 16:52 |
| 147 | Maxim | all part of your tactical might :-) | 17-Jan-07 16:50 |
| 146 | Maxim | even things like morale can be tailored in, so that your agents automatically regroup or fallback. maybe sending runners to fetch another regiment. | 17-Jan-07 16:50 |
| 145 | Maxim | so more tactical people will create highly specialised units. average people will create average all-rounders... and savages will just create hordes of dumb agents which try to overul the terrain, and add in any archetype... | 17-Jan-07 16:50 |
| 144 | Maxim | but since we are purchasing statistics in the end... the game should even out :-) | 17-Jan-07 16:48 |
| 143 | Maxim | I even tought of allowing individual agenst to be editable. and then allowsing classes to be copied... obviously... cloning from a class is less costly when generating a new agent... | 17-Jan-07 16:48 |
| 142 | Maxim | or each victory allows you a point count (like xp) where you can add it more agent macro code bytes :-) | 17-Jan-07 16:47 |
| 141 | Volker | scientific gods? Are you mad? ;) | 17-Jan-07 16:47 |
| 140 | Maxim | you can even tailor-in rule bending like magic, miracels or science. | 17-Jan-07 16:46 |
| 139 | Volker | When changes have cost, that consistency wouldcome. you take 50 rules from the last game and can only afford 1 a day. | 17-Jan-07 16:46 |
| 138 | Maxim | but its doable. every game out there is an implementation of this concept... with preset rules, preset AI, and loaded graphics. basically, all that is needed (like in the matrix) is to define the construct (laws of physics and rule set which can be exposed and perceived by the agents). | 17-Jan-07 16:45 |
| 137 | Maxim | everything is open, and the world is only as real as you make it. | 17-Jan-07 16:44 |
| 136 | Maxim | yes... this is like programming the matrix. | 17-Jan-07 16:43 |
| 135 | Maxim | obviously within each successive game session or "world" there needs to be consistency, so that your agents can aquire a sense of meaning base on how they perceive your agents. | 17-Jan-07 16:43 |
| 134 | Maxim | this actually means we can play both sides in our own language and have to learn what the other's mean. | 17-Jan-07 16:42 |