On Monday, July 15, 2002, at 07:08 PM, Erik Eid wrote:
Can I do all this with 130 bytes left? We'll see.
Anyhow, please enjoy the game now that it is playable, and let me know
if you
see it violate any rules or make really strange decisions.
From the user interface standpoint, it would be nice if your cards would
scroll up in the list when you play one, or that the blue bar would land
on the first card available in your hand.
Have you thought about expanding the green background above and below
the trick display? It might help give a playing at a table feel.
Did you program a minimum delay for the computer opponents to play their
cards? For the situation where everyone has only one card left, a
shorter delay may be appropriate. Myself, I know they're computer
opponents and they can all play their cards in the same frame; but the
delay does make the game flow more like playing with people.
Another delay note -- the game delays between the person on the right
playing before I can select a card, and there's no delay between my play
of a card and the person on the left playing. Shouldn't that be
opposite?
Every time I select A from the P U A menu, my partner doesn't play, and
I get beat. Is this correct? :)
If you have a byte of RAM left, you could program a sound subroutine to
call every frame, and the value of the byte to determine what effect to
play. The upper three bits could determine effect, and lower five bits
for number of frames (left) to play effect. That could be a buzz for
'wrong card', a plink for 'card played', a plunk for 'you (good)/they
(bad) took trick', a 'whiffle' for shuffling time, and silence for all
the other times. That's five effects (counting silence) -- or if the
frame count is zero, then play silence.
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