Recent Posts

81
Thumby / Re: Sudoku v1.0 by AirConsole
« Last post by N-Dream on October 28, 2021, 03:28:00 AM »
So I decided to give every user that solves the Sudoku on the Thumby, one week of our premium AirConsole subscription for free, cause I think it's awesome to be able to win real prizes on this lovely little pocket game device - they just need to scan the QR code that is displayed in the winning screen ;D ;D ;D
82
Thumby / Re: Sudoku v1.0 by AirConsole
« Last post by N-Dream on October 28, 2021, 02:51:53 AM »
Update 1.01:
  • Removed the Ad pop-up
  • Improved number input for user
  • Fixed tiny bug
  • Added QR-code price

The new version is attached in the original post.
83
Thumby / Re: Sudoku v1.0 by AirConsole
« Last post by CoolieCoolster on October 27, 2021, 08:05:29 PM »
Really great content to file size ratio and very efficiently written, though I do think it's a bit much to have an "ad" pop up every time the user wins a game. In my opinion at least, a short message on the title screen or a credits menu would be more presentable.
84
Thumby / Sudoku v1.02 by AirConsole
« Last post by N-Dream on October 27, 2021, 02:23:27 PM »
Hi there

I've created a 9x9 Sudoku for Thumby.

Feel free to give it a try, the script is attached. The game is in landscape mode.
When you try it in the emulator, make sure you rotate it by pasting the following in the javascript console of your browser:
Code: [Select]
(function(s){s.transform = "rotate(-90deg)";s.top="5%";})(document.getElementsByClassName("emulator_main")[0].style)
A little bit of background on how I implemented Sudoku:
It took me about 8h, it's amazing how easy it is to create games for this awesome platform. I'm used to much longer game-dev cycles with our gaming console  ;D
Anyways, generating a valid Sudoku grid actually requires quite some computational power.
In my first version, I tried to create a random Sudoku grid on the fly, but the stack size is unfortunately too small for my backtracking algorithm.
That's why I created 39 base patterns on my strong computer and added them as data to the script.
The base patterns can be flipped, rotated and group shifted in 72 ways, which give you already 2800 different Sudokus.
Together with number swapping (362'880 variations) we can generate 1'018'967'040 different Sudokus from the 39 base patterns.
All these Sudokus are "very hard to solve" and only have 25 or less clues. The data also includes the solution, which allows us to generate easier levels using clues and the solution on the fly.

I had a lot of fun implementing it and will probably create a few bigger games for Thumby.
Only wish I could already test it on real hardware. No idea how accurately the emulator is and I don't have a Thumby yet.
So anyone who already has one: Please let me know if the game works :)

Enjoy,
Andrin
(founder of AirConsole)

(EDIT: Version 1.02 Attached)
85
Thumby / Thumby Smash Version 6 Character Expansion Poll
« Last post by Void777 on October 27, 2021, 02:18:06 PM »
Ive been working on Thumby Smash a few weeks now, and am really proud of my progress. Version 6 is in the works. Versions 2-4 were all bug fixes,and Version 5 was configuration options.  Ive sketched out character ideas for 3 new characters. Which character would you like to see added to the game in version 6? I plan to add all of these at some point, but this will help me set my priorities.

  • Victus
Close-Range Melee with high damage, high range melee attack with low damage.


  • Tempestas
midranged attack, can summon lightning from the top of the map, but with a high cooldown


  • Ovum
Low HP, but powerful ranged attack that launches birds


[/list]
86
TinyDuino Processors & TinyShields / Re: Re: GPS module won't run on battery
« Last post by ChanceTran on October 27, 2021, 01:32:56 PM »
Hi....In my case, the DC-DC converter is appraised for 220mA and is giving 5.2 volts, which I am dropping down to 3.3v for the GPS with a controller. Dopey, I know, yet this is a proof of idea. At any rate, the GPS and Bluesmirf turn out great off of the battery. I even snared the LCD directly to the GPS and got coherent NMEA information, yet regardless of whether I attempt to control the PIC off of 5.2v or the 3.3 volts out of the controller, nothing but bad. Different parts keep on working, yet I get, best case scenario, a weird person consistently or two on the LCD out of the PIC. However, I plug in the breadboard power supply and everything is dandy. Any thoughts?
87
Thumby / Re: Thumby Smash Version 5
« Last post by Void777 on October 26, 2021, 05:34:31 PM »
Hello! I'm happy to see a new version of Thumby Smash! I really dig a variety of new options available! I have a couple more bugs to report though:
* When scrolling main menu or options menu, I've noticed that cursor is able to go offscreen (up or down) and scroll to infinity.
* When You win\lose a fight there is no way to get back to the menu other than restart the system (emulator). I suggest adding "rematch" and "back to menu" options or just bring up character selection screen right after "you won\you lose" screen.
* "Damage when out of bounds" mode seems to work wrong for me. Character doesn't take any damage offscreen apart from enemy attacks. Also, I feel like "out of bounds" area should be limited (currently it is unlimited)

thanks for your help. i can fix most of these easily, but im unsure why the damage effect isnt working but plan on looking into it.
88
Thumby / Re: TicTacToe game
« Last post by Daniel Hüsken on October 26, 2021, 11:25:55 AM »
i created a TicTacToe game. Was my first programming with Phyton. You can find it here https://github.com/danielhuesken/Thumby/blob/main/Games/TicTacToe/TicTacToe.py

Feedback is welcome ;)


Hello! I've tried Your TicTacToe game and I thank You very much for making it and sharing it with us! Here are a couple of my thoughts and suggestions in case You are planning to continue developing this game:
* I really like the minimalistic look of Your game; however, I would suggest making "lose\win\draw" announcements non-transparent or move it somewhere or change font because currently it blends with TicTacToe's board and is barely readable.
* It would be nice to be able to rematch without the need to restart the system\emulator.
* In future updates I would like to see a mode with a bigger board and the target to connect four "x"\"o".

Good luck with Your game!

Yes, i have already some plans for continue developing.
* That is one of my plans, but in moment i have made no decision about how to do it.
* Is on the list. Also showing how man losses and winns and change if you would use x or o. Multiplayer when i know how.
* That is one of the very last, when i will do that, we will see.
89
Thumby / Re: TicTacToe game
« Last post by Daniel Hüsken on October 26, 2021, 11:20:34 AM »


I'd suggest something like:
if thumby.buttonD.justPressed()  or thumby.buttonU.justPressed():
 for i in range(8):
        if postion == i:
           if i - 3 > 0 or  i+3 > 8:
                i -= 3
           elif i + 3 < 8 or i - 3 < 0:
                i += 3
           if not playField[ i ]:
                postion = i



       
 Note I'm on a cell phone so I haven't compiled this yet, but it or something similar should work.       
Also I'd fix some of the misspellings as they make the code hard to read.
         

Hi i could improve it but no luck with that you suggested. I will commit the changes later so that you can see how.

I will also have a look about the misspellings. Thank you.
90
Thumby / Re: Emulator / Debugging / Log statements
« Last post by Jason on October 26, 2021, 10:50:31 AM »
Glad you found that!

A future update to the IDE will place the emulator in its own panel (kind of like the bitmap builder) and have the emulator print to the shell already on the page.
SMF spam blocked by CleanTalk