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  1. almir1105's Avatar
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    #21  
    Awesome App. Thanks!!!!
  2.    #22  
    Quote Originally Posted by jnk5y View Post
    If you want any ideas for future updates you could try to add complexity and implement "come bets" and the ability to add odds when betting on specific numbers.
    No promises but I did start to get myself organized in case I decide I want to add complexity. Didn't write any code for it.... if I do that, it'll be after the upcoming 1.0, but if I do decide to do it, I've at least decided the order that I'll do it in.

    That's a very, very huge if though. I wrote some stuff down, sketched out a few ideas for how I'd handle making it more complex without making it seem too ridiculously crowded, and that sort of thing, and it seems like it's really way too much work for me to handle for just a fun little thing I'm doing in my spare time. Then there's also the problem of how would I display all of that status information in the small amount of space that I have to work with (if you made like 10 bets at once, it'd be information overload).

    ...And if I was to add any additional bet types, honestly come/don't come would be probably the very last thing to get added since in my mind it'd be one of the more difficult to program and keep the player updated on in a non-cluttered way.

    In other words, leaning towards not doing it, but who knows what might happen if I get a little bit of spare time after I finish 1.0.
  3. #23  
    i luv craps
  4. #24  
    someone make a cee-lo app... also known as 456! go dice!
  5. #25  
    I think most of the time when you bet on the don't pass line and the come out roll is a twelve its a 'push'. Meaning player nor house wins (house has gotta get its odds). Keep it up though!
  6.    #26  
    Quote Originally Posted by MLJones8 View Post
    I think most of the time when you bet on the don't pass line and the come out roll is a twelve its a 'push'. Meaning player nor house wins (house has gotta get its odds). Keep it up though!
    Oh, damn, looked into it and you're right. I never actually play don't pass in casinos. I'll have that fixed tomorrow.
  7.    #27  
    Fixed that game logic issue in v0.8.5. Still pretty much just waiting on the webOS update for accelerometer support. A 12 is now a draw.
  8. #28  
    Updated Title. Thanks for the notification of change.
  9. jnk5y's Avatar
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    #29  
    Here is something you can do other than adding another bet type ;-)

    When there is a notification below the button for pass and don't pass gets cut off slightly. How about making it able to resize itself slightly to take into account that you have a smaller screen to work with. Also lining up the bet input box and money and outcome boxes so they are equal in size and placement. Game works great although sometimes i think it hates me with the amount of snake eyes i roll.

    Oh and how about adding other bet types
  10.    #30  
    Quote Originally Posted by jnk5y View Post
    When there is a notification below the button for pass and don't pass gets cut off slightly. How about making it able to resize itself slightly to take into account that you have a smaller screen to work with. Also lining up the bet input box and money and outcome boxes so they are equal in size and placement. Game works great although sometimes i think it hates me with the amount of snake eyes i roll.
    I noticed the thing about the notification while I was testing 0.8.5, but I think the only way to make it not do that would be to make the scene smaller. I don't know of any way to make it dynamically resize buttons and text inputs and stuff. I could make the dice smaller, or remove the roll button once shake to roll is implemented, and leave some blank space so that the notification doesn't cover anything. That'll stop the scene from scrolling when that happens too, though I probably should manually specify it shouldn't scroll regardless.

    As for lining up the bet amount, money, and income boxes, yeah for some reason I can't remember, I have them centered in the table they're in. Having them probably with right alignment would make more sense.

    That's also the reason for the size difference with the status window, which is still inside the table, but two cells merged together, which is why it's a different size.

    I'm actually not all that happy with the way that's set up myself, and have been thinking about things I can do to change it. Since the input boxes are all no longer used for input, I can actually change them to just palm-body-text and get rid of the white background behind them as well.

    In fact, I might even be able to combine them on one line and then not have to change anything else in order to get the scene to fit without notifications.

    I'll see what I can do in that regard.

    As for the number of snake eyes you roll, for the record, this isn't perfectly random number generation for the dice roll. However, it's the best method for getting close to random integers without lots and lots of code and advanced equations that I don't even know.
  11. #31  
    0.8.5 looks great!

    - Craig
  12.    #32  
    I actually was going to post 0.8.7 just now, and then I saw that webOS 1.1.0 is out.

    I'm in the middle of updating my Pre, but I'll most likely just skip posting 0.8.7 (and 0.8.6) and go to 0.9.0 which will include shake to roll.

    Changes in 0.8.6 and 0.8.7 will be added to the first post like always.
  13.    #33  
    Unfortunately, 1.1 doesn't appear to have shakeStart and shakeEnd support, so I can't do it the way I would prefer. The way I have it working now means as soon as it recognizes a shake, then it rolls the dice like 20 times before anything else can happen. I'll try and figure out a quick and dirty method of getting it to work, but seems like it might have to wait until Palm gets 1.1.1.

    Edit: I'm going to post 0.8.8 which has all of the accelerometer stuff I've been working on commented out still. It includes the improved GUI that I've set up though. I'd rather get that out the door before this.
    Last edited by jhoff80; 07/23/2009 at 09:01 PM.
  14. jnk5y's Avatar
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    #34  
    Much better looking now. Good work. May want to label the slider, it's fairly obvious but still it's just a huge slider that doesn't point to anything.

    I know you can get back how hard the phone is shaking thanks to the new app that reports the number. You could set a threshold so that it rolls only when shaken to a certain level. Also you could have it disable the shake feature after it notices a shake for like 5 seconds. That way you shake it to a certain strength to get it to roll and then don't let it roll again for 5? seconds. So that should prevent multiple inadvertent rolls and won't let it roll if the phone is moved slightly.
  15.    #35  
    Quote Originally Posted by jnk5y View Post
    Much better looking now. Good work. May want to label the slider, it's fairly obvious but still it's just a huge slider that doesn't point to anything.

    I know you can get back how hard the phone is shaking thanks to the new app that reports the number. You could set a threshold so that it rolls only when shaken to a certain level. Also you could have it disable the shake feature after it notices a shake for like 5 seconds. That way you shake it to a certain strength to get it to roll and then don't let it roll again for 5? seconds. So that should prevent multiple inadvertent rolls and won't let it roll if the phone is moved slightly.
    Yeah, I wrote the app to report the number, so I've been playing around with the shake thing for quite a bit tonight. The correct way to do what I want is with shakeStart and shakeEnd, but those are apparently not implemented yet.

    The problem is, as soon as you stop shaking the phone, it completely stops the function. I've got it working now that when you shake the phone the dice mix up, but there's no way to have it actually roll the dice when you stop shaking.

    Anything within the shaking function is repeated for the entire length of your shaking as well. So, as you're shaking, if you shake it for a second and if I program it to just roll and not mix up the dice, it'll roll 4 times per second.

    Unless there's some sort of workaround (already posted on the developer.palm.com forum about it), I don't see it happening until they implement the other two functions.

    I've also tried a while function to do so, but that just doesn't work either.
  16. jnk5y's Avatar
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    #36  
    I have no idea how the callbacks work or how your function is set up so this could all be stupid :-)

    once a shake of a certain amount is felt by the phone your roll function is called it's just like hitting the button. At the end of the roll function after the number is set and the screen is updated and winning or losing is shown on the screen you put in a 5 sec pause and then allow it to escape the function. Thus you only get one roll per shake.

    I think from reading your last post you have set up 2 function in anticipation of a working shakeStart and shakeEnd. why not combine the functions into one so on shakeStart and strength > ? it shuffles the dice and rolls them.
  17.    #37  
    Quote Originally Posted by jnk5y View Post
    I have no idea how the callbacks work or how your function is set up so this could all be stupid :-)

    once a shake of a certain amount is felt by the phone your roll function is called it's just like hitting the button. At the end of the roll function after the number is set and the screen is updated and winning or losing is shown on the screen you put in a 5 sec pause and then allow it to escape the function. Thus you only get one roll per shake.

    I think from reading your last post you have set up 2 function in anticipation of a working shakeStart and shakeEnd. why not combine the functions into one so on shakeStart and strength > ? it shuffles the dice and rolls them.
    Like I said, it doesn't do the function just once. If you're shaking it, it's polling at 4Hz (4 times per second), and loops that function the whole time shaking is occurring. That means in all likelyhood, once you hit that high enough strength, you're going to get 8 or more rolls in a row before you even can stop yourself. As for putting in a pause, if you know of a way to halt other functions based on a timer in Javascript, let me know. The only I know of is setInterval, which runs a single command later, but the command on the next line isn't halted until that command runs or anything.

    Believe me, I've tried it that way, and it's impossible to play that way.
  18. #38  
    Hmm, I tried to download 0.8.8 and it does not install on the leaked emulator from a month or so ago. Any ideas?
  19.    #39  
    Quote Originally Posted by dcoaster View Post
    Hmm, I tried to download 0.8.8 and it does not install on the leaked emulator from a month or so ago. Any ideas?
    Other than attempt to use the newest one? Not really.
  20. #40  
    That did the trick. I updated to the latest emu and things work fine now. Thanks!

    However, I found a few bugs. When you start out with 100 money and bet 100, the slider is all the way to the right. When you lose, you are out of money. The bet is then placed back to 10 but the slider is kept fully to the right. Sliding the slider sometimes resets the bet as you move it, but sometimes the bet doesn't even respond to the slider motion.
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