Late last night I decided to stop production on Canasta. That’s because I decided it was worthy enough of a 1.0 release. So that’s exactly what I did, closed it up and threw it in a zipped up folder for the world to play around with.
Canasta 1.0 (May 5, 2017)
My only regret about it right now is that I didn’t do as many “tool tips” and a real proper read-me file to accompany the game. My only suggestion, if you’re going to try and play it, is to google rules to Canasta and get a feel for how the game is played. Rules to this are a bit different but for the most part, they’re relatively the same. I’ll try and include something in the near future, but can’t guarantee anything at this time.
Feel free to comment to this (or any) post or email me (email@example.com) and I’ll do my best to help you out.
Back to planning…
April 28, 2017
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I’ve spent the better part of the last couple of weeks going crazy over Canasta. It seems today it has finally paid off. I’m glad to announce that it right near reaching that elusive 1.0. It was a mighty struggle over the last few days in getting the AI to act properly under certain conditions, but after some constructive bug hunting, many of those have subsided. It was surprising to have the AI beat me, even when I could see their hands. I’ll have to dust off some strategies so that doesn’t happen again.
So, what’s missing before the 1.0 release? Well, there’s still a few things I’d like to clean up before I release it to the world (all… 3 of you that might see this,) I want to polish some of the animations I’m currently doing and adding a few tool tips in regards to game-play. It’s bad when you, as the script-er, forget some of the controls and necessary keys to actually play the game. I will also have to write some sort of ‘rules’ document to accompany the game as its not a completely common game to most. I was toying with the idea to have a bit of a sample hand, but I think that’ll be a 2.0 experience.
After the release of Canasta coming soon I can focus my energy on a game that’s been cooking up in my head this past while that just recently started hitting paper. I began thinking that one of my major pitfalls of getting ‘mouse’ or what should starting calling ‘rat’, is the lack of planning. It terms of canasta & traders I’ve actually planned a lot of the games’ GUI, functions and features on paper/word doc. I need to start doing this for ‘rat’ more extensively.
At roughly three o’clock this morning, when I had a bit of trouble sleeping, I opened up notes on my iPhone and started jotting down the ideas and story that I’ve concocted in my brain. Currently I was struggling with how to tie certain ideas together to make it all work. The biggest struggle for sure has been debating between sand-boxing and a more linear story line. As of now, it’ll be a mix of both, with more of a loose story and more of a sandbox given the universe it is loosely (or tightly [undecided]) based in.
But for now, Canasta is going to make the jump to 1.0. Stay tuned.
April 6, 2016
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I added tucking to Canasta.
I wasn’t really planning on doing it, but then I decided to give it a quick whirl, and bam! Done. It was fairly easy to implement and was done with minimal complications. I was quite pleased, something that I thought through, physically did, and then tested, and it worked. I was happy.
So, given the amount of testing I’ve been doing, as well as what I’m wanting to accomplish, I’m feeling a release is finally nearing in the next couple of weeks. Finally, I can put another completed project under my belt, and then, I can seriously direct my attention to Mouse. Hood rats… fucking hood rats.
Back to testing!
April 3, 2016
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So I’ve corrected quite a few problems and issues regarding game play lately with regards to Canasta. Added a ton of logic for the computer AI. It’s actually pretty challenging when playing the computer, and I can see their hands! After some immense testing, I’ve only encountered one crippling error that I can’t seem to reproduce. As of now, I seem to be missing something, so I’m continuously investigating.
I’m thinking of releasing the game sometime this month as long as testing goes well. But there is a couple of things I’d like to add before that, but I may hold off. One of them which would alter play a lot would be the tuck feature. Since, when I play the game is a legal play, I think it’s important to incorporate.
The second is changing the way animations are displayed for the east & west team. Currently I use the up-right card images and would like to change them to their horizontal counterparts. I really need to update the functions for animation as well. Tend to have some issues. 😦
March 1, 2016
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Since my own little pep-talk, I’ve managed to fix up Canasta to the point where it’s mostly playable. Oh my gosh did I have a bunch of redundancies in the code. I found it really pleasing to see how I’ve gotten so much better at scripting, nice to know I’m headed in the right direction. With that said, I have a couple of interesting bugs to track down before the beta release.
To think I’m on the verge of releasing my second game, I’m still a bit shocked I got the first one off the desktop and on the internet. Finishing Traders was the best thing I could have down for myself, just knowing all the steps in finishing a game, it becomes a bit easier to sit down and actually do it.
I’m thinking I probably have about another week or more before Canasta is ready to launch, but at the very most, I’m thinking a late March release. As of now, a few things will be missing from that release, one of the key items missing will be any sort of assistance, since it’s a fine tooled game that is a bit difficult to understand. My goal for the game in the end is to have it much like Traders in the regard that it will be human on human, as opposed to human on cpu. Time will tell of course.
Off to squash the bugs!
March 20, 2015
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Holy crap I finished something.
I’m proud to announce that 1.0 of Traders is up for grabs, here.
– unzip the folder to desired location on your computer.
– locate file “config.exe”, run it. I recommend “standard32.dll” as that’s what I’ve developed/tested with.
– open up “engine.exe” and select “Server-Traders”. This is the server portion of the game, only one player needs to run the server. Once the server is ran, it’ll display an Address for the clients to connect to.
– For each player they need to run the “Client-Traders”. Logins are mandatory, however, a new account is simply made by logging in with a unique username and password, it accepts the password as is and creates an account, next time you try to play a new game, the password will have to match to use that id.
– game may not work with anything but Windows XP, I don’t have anything else to test with, so use caution as it may not function correctly.
Rules are not included in with the game as it is a fan game of Catan.
I have not gotten permission to release this game or the creation of this game. This game is not for sale nor is it closed sourced. Enjoy at your own risk.
March 16, 2015
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It’s been tedious task testing a bunch of different scenarios and as many as I can possibly think of. There’s only so much I can truly go through until I need a separate brain to go ahead and think differently, so, with that in mind, I plan on a March 20 release date, so stay tuned & glued to this blog for your opportunity to claim this as your own.
(edit: I put the same date as the publish date as this post, that of course is incorrect, kind of a scatterbrain, the release is planned for March 20th.)
I’m going to spend the rest of the week polishing and omitting debug/testing, and non-vanilla data that will just inflate the file size (although I think it sits under 1 MB in size).
March 15, 2015
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I’m not going to bother posting about the longest road since I didn’t get any requests, and frankly, I’m lazy… and I hate it. I’m just more happy with the fact that it works, and it works well.
Right now, I’m testing and cleaning up some animations and deciding what I need to get done before a release. It’s real close. I’m serious this time! I just want to make sure I’m releasing a good stable and clear game that has been tested significantly.
But for now, back to the testing hole I go, look for new updates regarding Mouse in the coming weeks as well as the release of Traders.
January 31, 2015
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Went to Vegas this past week and enjoyed it thoroughly. Definitely missed out on a bunch of sleep, but replaced that with plenty of booze and gambling. I wish I could go there more often, but then again, I might die by the time I’m forty.
Go see Beatles Love by Cirque du Soil. Amazing, two thumbs way up. Also, get totally hammered in a good mood and check out the Tournament of Kings at Excalibur. totally worth the money, great entertainment.
When you get back from Vegas, give your liver a break, the drinks are ten times stronger coupled with lack of sleep and more booze, you’re going to be a wreck.
Best part of all, I did what I wanted to do, I learned (enough to play, basically), how to play craps. Interesting game and if you can find a cheap enough table it’s worth your time to play as it can be a cheap/fun experience. Don’t be let down when you loose the dice. I threw those bitches off the table more times than you could count.
Back on Traders again, working away mainly fixing lots of bugs and graphical errors that have been popping up. As of now, I’m going to say an early summer release, if not sooner. Something will be in your hands sooner rather than later.
November 14, 2014
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I should be in bed. I’m tired and I still have school tomorrow. I’m not concerned about being tired for the day, I’m more concerned about sleeping in. It appears the apprenticeship program has very little tolerance for attendance, but really, I can’t blame them. The course is a staggering quick 8 weeks of time. Goes by in a jiffy, even faster if you’re unaware what is going on.
So yeah…. I’ve been hard at work remodelling the mapMaker portion of Traders. It likely won’t get a release with the client/server relationship package, but it may very well sneak in. I just won’t have any guides for it. I’ve updated it for the new layout and tiles and fixed some errors that previously existed. It isn’t finished quite yet, I’m hoping early next week I’ll conquer the the custom ports portion of it, then all I have to do is make some maps with it.
Should recognize this map 🙂
The second hurdle of the entire thing is inserting this into the frame of the server/client. I don’t particularly foresee any issues immediately based on how I’ve built them, but I’m sure there will be hiccups.
After these two steps, we’ll be well on our way to release. It’s only the matter of more testing and checking. All is soon well.
I’m going to bed.