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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


    Pythonista-made game now on App Store

    Pythonista
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    • JonB
      JonB last edited by

      If you tap a square before the lock animation is complete, the animations get all locked up. This can happen if you are just tapping really fast trying to fill an area to get the white square bonus.

      1 Reply Last reply Reply Quote 2
      • chriswilson
        chriswilson last edited by chriswilson

        @Webmaster4o @JonB
        Thanks for the feedback. I've reproduced both those bugs. I think it's something to do with the difference between A.rotate_by() and A.rotate_to() animations.

        I also use a method to stop animation of squares when needed, but it doesn't seem to reset square rotation back to zero. I'll play around with this and look at releasing an update when I can.

        @JonB I never thought of filling up with locked squares to get the white square bonus! Maybe the bonus is too generous or the penalty for locked squares too lenient?! 😉

        JonB 1 Reply Last reply Reply Quote 1
        • ccc
          ccc last edited by

          Those learning algorithms think up optimizations that don't even occur to mere mortals... ;-)

          1 Reply Last reply Reply Quote 2
          • JonB
            JonB @chriswilson last edited by

            @chriswilson
            I have found that it is almost always worth it to get the white square bonus. Through maybe level 20, I try to get the bonus on every level. I don't quite get how the bonus is computed, but it is usually 10-15 points. I am not saying I fill up huge swaths, and it is always better to have a larger connected path... but sometimes you get maybe 3 or 4 areas blocked off, and it is better to fill them in and get the bonus. (also, i sometimes fill the whole screen when i cannot win... to see if there is any secret hail mary bonus )

            Is the timer entirely based on level? Or score? or previous times? on regular mode, i feel like the timer gets too fast too quick. Though often i just make careless errors, like pressing Go when the path is not clear. For instance, I had a 2500 score on easy, which i could have kept going except i got careless (that score did not save... i was on a bad wifi link. might be worth saving scores locally for retransmission if network cannot be reached?)

            @ccc the first dozen or more times i played, i got pitiful scores. which frustrated me, because the rules are so simple. I spent some time thinking trying to recognize some common patterns... such as a 2x2 square of blacks (tap the corner away from the path you want to clear), a few patterns to help clearing the block right near the entrance and exit, and also once i actually figured out how to use powerups. For instance, i used to mostly use the black/white flip powerup. But the X powerup is more powerful, for instance locking the white square in front of the exit to clear the squares around it, then clearing the lock. also very useful for clearing a path into a section of whites for the white square bonus.

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            • chriswilson
              chriswilson last edited by chriswilson

              @JonB
              It's great to see some techniques! The computation of the bonus is a bit strange but I wanted it to relate to the size of the grid (assuming it's more difficult to get on a larger grid). The bonus equals rows + columns in the grid.

              The threshold for getting an extra one of each powerup is scoring more than the number of squares in the grid (rows * columns).

              The timer (in seconds) is based on level and difficulty as follows (easy = 1, regular = 2, hard = 3):

              time_allowed = 61 - (difficulty * 10) - (self.level * 0.5 * difficulty)

              This gives a different baseline time (i.e. at level 1) and a linear change in time allowed through the levels, but with a steeper gradient at higher difficulties.

              I am thinking of local storage of scores for later upload; I just need to figure out how!

              I'm also thinking of changing the MySQL query that calls the high scores to only show the highest score for each player (as people playing a lot get more space on the table).

              By the way, have you seen what happens when you get a star and the power-ups are all full?

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              • JonB
                JonB last edited by

                I have noticed there is a green box when powerups are full, but i keep forgetting to see if the start gets converted to points.

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                • chriswilson
                  chriswilson last edited by

                  @JonB @cook @shaun-h @Webmaster4o @disorientedp @ccc @omz

                  Version 1.2 is now on the App Store with a host of bug fixes! Thanks for pointing them out.

                  The high score table now just shows the top score for each player, so the table is simpler and won't be taken up by those who play a lot; not looking at anyone in particular! 😉

                  1 Reply Last reply Reply Quote 2
                  • chriswilson
                    chriswilson last edited by

                    Now taking bug suggestions for version 1.3!

                    Webmaster4o 1 Reply Last reply Reply Quote 0
                    • Webmaster4o
                      Webmaster4o @chriswilson last edited by

                      @chriswilson

                      bug suggestions

                      😂 Here goes: make the app crash every third time you open it

                      1 Reply Last reply Reply Quote 2
                      • chriswilson
                        chriswilson last edited by

                        @Webmaster4o
                        Haha maybe suggestions isn't what I meant! That is a particularly devious one though - it would drive people mad!

                        1 Reply Last reply Reply Quote 0
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