There's something weird with my WebGL build still, that I don't understand. I really need to figure it out... Sigh.
But I don't have the time to do it right now.
Well, another release can be found at gamebucket.io/game/75ecfe68-d022-48a3-a631-aa77ace1176a . It's not much better than the previous, but does have a few bug fixes, added contracts as a feature, and probably a few other things.
It's really unbalanced, but I'll get to that eventually...
I really don't feel like adding any -- but some people requested it... Also, I think it could add some dimension to the game -- for example, if you solve a grid but the solution is wrong, I could play a sound that indicates that.
@MickLH I can see a difference when there can be a state when nothing is in focus and you need to differentiate between "focus was lost, nothing was focused for a while, then focus was gained by something else" (events sent: FocusLost(oldItem), FocusChanged(oldItem, null), FocusChanged(null, newItem), FocusGained(newItem)) and "focus switched between two events (events sent: FocusLost(oldItem), FocusChanged(oldItem, newItem), FocusGained(newItem)).
I think there is only need to pass the new value, since you can infer that if x has changed, and x only has 2 possible states, that the previous value must always be the opposite of the current value
@WilliamMariager I hadn't even gotten to code it yet, my mistake was in the analysis of the algorithm. I proved that greedy decision-making is not optimal by simply constructing a case where it makes a bad decision. This morning I go over it again and realize that my construction was not valid.
But actually just moments ago I formulated a robust construction, so I'm at least back where I started lol
I'm also not saying that they should be rewarded for finding one of the "incomplete solutions"
Just when I pick up a game and they say "Do X to win." so I do X and then the game says "HAHA JUST KIDDING X DOESNT MATTER SUCKER!" then I put down the game and never play it again
I've been working on re-adding features that I discarded during the refactor, and I'm glad I've gone this way. It's led to a much higher amount of documentation.
And a few features have been discarded, which is nice.
@Tyyppi_77 double jump actually is pretty cool. Although it certainly needs a tutorial to tell people they can double jump
what bugs me is the fact that the whole jumping time is less than a second, I don't have enough time to actually think what I want to do while I'm in the air
user92578
7:33 PM
Aight
user92578
Ive tweaked the gravity and jump speed to make it less too-fast
I am trying to make a vertical scroller game with collison tiles on both sides. I'm using Libgdx and android studio.
The problem is that i have made every tile as an object with a rectangle for collision and there are 12 on each side that get checked every time the update method is called. I no...
I decided that I was wasting so much time on abstracting stuff that I might not actually need to abstract that I would be better off not abstracting and re-abstracting later if I actually need abstraction.