I was in the shower and figured out in my head how to check if a move was a valid move or not!
When I sat down to code it - it took me 5 minutes and worked the first time? That does not happen often let me tell you.
The biggest change Sunday was a complete graphical over haul using Adobe Photoshop to create these graphics:
There is still debug code on it in a couple of places that show up during game play and its not feature complete but it really looks nice and is very inspiring!
The other changes I made Sunday were the following:
3/11/2012
+ ADD: Complete graphic rework.
+ ADD: Sound effects for gem collapses
- 3 potential sounds of different pitches
- 2 random sounds are played per collapse so it usally sounds different
+ ADD: Code to limit move within 1 square horizontal or verital of current square
+ ADD: "Check_Valid_Moves" Code to detect an invalid move; alert the player and move the gem back.
+ ADD: Animation ; added first 'real' animation of visual alert that player made an "invalid move" alert sprite on the screen which then fades down the screen.
+ BUG: BG2.0 when executing the "Check_Valid_Moves" code it does not recognize it as an invalid move if some other valid 3 combo exists on the board.
This Bug may be naturally fixed when removing the ability to have a match on the initial board is put into the game. But will still be a problem due to the bug BG1.0
as sometimes there will be a 3-match left over that is not destroyed in that loop. - Defer Fixing further testing for this bug until BG1.0 is fixed.
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