RicardoRix wrote: ↑19 May 2022, 11:39
Hi.
The co-ordinate option should be on by default. Not sure why you'd ever not want it.
When you send a notification, you should be able to send it with the player name coming up in colour. and can the colours be black and white?
When you send 'not legal placement' notification it should only go to the specific current player, not the opponent.
This example does the colour and the specific player:
Code: Select all
$this->notifyPlayer($player_id, "not_legal", '${player_name} not a legal placement',
['player_name' => $player_name]);
Some of the stones are off-centre.
The game progression is a 100% and there are legal moves left....?
It would be a nice touch, if when near the end of the game (10% legal placements left?) that it automatically switches that feature on. Or maybe you could have a not legal placement counter for each player and auto turn it on after 5 in a turn or something.
Hi RicardoRix,
Thank you for your feedback. Sorry about delay in response. I didn't realize I could subscribe to a topic, but now I've done so.
I have the coordinates turned off in Redstone (and all the other games I've programmed with a coordinates option) for aesthetics. Personally, I never like to see coordinates, and I want the UI to have a simple, clean appearance by default.
Hmmm. I have ten games on BGA now and this is the first time anyone has suggested putting the names in the history panel in color. Good suggestion, and it would be possible, but*... The player names are in their colors** in the player panel, the title bar, and in the history panel when the pie (switch colors) rule is invoked. **I use blue text for the white player because white text is invisible against a white background. I'm sure there's a way to do black outlined white text, but*...
*But I think I'm too lazy to do these non-essential things. I'm going to the countryside today for 5 days to visit my cows and think about a new design. I don't think many, if any, of my current remaining designs would be ideal for BGA. For example, to me Zola is an outstanding game, but it's barely registering a pulse here. Has to be simple. Btw, I just uploaded Fractal and I'm waiting for management to move it into alpha.
Good suggestion about the colored names though. I'll seriously consider that for future games.
About the "not a legal placement" notification. I like each player to see what the other is doing. Like if you select a point which could be capturing or non-capturing, and then unselect it, your opponent sees that. I think it makes the game feel more lively if there's some visual opponent awareness than if you're just sitting there in the dark until - boink - your opponent finally manages to complete a move. If it's embarrassing when you click on a non-allowed move (basically trying to move into an enemy eye), you can turn on the Highlight legal moves option and you will be much less likely to make that (fairly obvious) mistake.
Game progression. To make this even semi accurate would require a program component ten times larger than the whole rest of the program. Yes, of course there are legal moves remaining when you win. You can win with less than half of the board filled. If it had to be 90% filled, you'd never get anywhere near that. Game progression is just supposed to be a very crude estimate to prevent people from accepting your challenge, meking 3 moves, and abandoning the game, wasting your time and making you start over.
Off center stones. This was intentional. It was extra work to make this happen. I added a small random offset to stone placements to make it more realistic. I also photographed actual clamshell and slate stones and a ruby for realism. And then microadjusted the images of the white stones, which are all slightly different sizes, to precisely fit in the stone array. I put a lot of work into the Redstone UI.
Game progression is part of the system framework and is always on. I don't have any control over that. I just have to write a function that provides a crude estimate when requested of it.
For non-legal placements, I think the players need to be informed right away. I don't see any point in making them do it 5 times, wondering what the **** is going on, before cluing them in.
Overall, good suggestions though. Thanks.