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Is an android port the most practical thing to put out there? Nah, of course not. But can I do an HTML5 remake? Also nah.
Will it be fun trying to make the android port nonetheless, and would it at least slightly contribute to the community? Double yes. ![]()
Well, jason's basically written the code and makefiles to choose platform specific libraries at compile time. OpenGL does the draws and dumps them into SDL 1.2. With the included macro to use GL-ES(which is supported by android), I'd just have to convert the SDL 1.2 code to SDL2, then take care of little quirky things.
Wow, super helpful jason! I'll keep you guys posted if I get anywhere.
Thanks to you too, cullman. If I get stumped I may have to take you up on that.
As far as emscripten goes, I'd looked into it before. I saw that they had made a loose translation of 1.2, but web languages have never really been my jam(aside from a few php/sql interfaces I've done in the past). But it does now look like there's a few github projects for SDL2 as well. And the if the main library and some minor code changes are all this needs, I'd be happy to try and get a web version running and hosted too!
Well, ideally, the game wouldn't have to be reprogrammed. The NDK allows native code (c/cpp) to run inside a java wrapper. I think it's really just a matter of translating the makefile from the linux build to an android makefile.
The new Android Studio IDE(cuz terminal compilation/building for android is a nightmare) allows for emulator testing, and I have a few spare devices as well. If it wouldn't be too much of a hassle, getting a single (Linux-geared) makefile that would run from the location where runToBuild is in the source would definitely be useful.
As far as Google is concerned, the app store is mostly host-first-ask-questions-later. But I know that they refuse to host the Illinois Lotto app. Otherwise there are also GPL app-stores that would probably take it, so there are still platforms for distribution.
The mechanics would seem to suit an app well. Sure, you probably wouldn't get away with it on the store, but sideloading an .apk isn't too difficult for those interested.
I'd actually been trying to port it over myself, but hell if I can figure out the maze of makefiles (I've only just started using them myself).
I _have_ gotten a few of my SDL2 projects running on Android, and I believe 1.2 can as well. And it looks like everything else compiles statically to the executable? Sounds pretty NDK friendly to me!
What a guy!
Mmm, upon explanation, I concur. But honestly, I'm also still not wrapping my head around the board rotation mechanics. Are we talking about rotating the board between bet1 and pick2? Or playing a board out, then playing the rotated board next round?
When I first saw the game board, I immediately likened it to Sudoku. But I'd wondered why the number system wasn't more like that. With columns/rows numbered 1-6. Would that not also solve the issue?
Edit:
Plus then hitting triple 6's would be a guaranteed win or very rare tie ![]()
If perception of stake worth is the issue: do a $5 buy in, and give players 50 'Rohrerbucks' that can only be used in the tournament ![]()
Game length in seconds could be deceiving, but would probably average out over a large number of games. Maybe measure rate of investment?
Also, with Starcraft, tens(hundreds?) of thousands of active players seeking wildly different modes of gameplay warrant those modes of gameplay. I think further down the road separate lobbies for game modes could be a great option for CM, but only once the community's at the point where I can drop in and immediately find a few games in my budget range.
Oh, oops! Regardless, a tournament leaderboard. I was unfortunately too late to the game to make Boxing Day, so I wasn't sure.
Sounds like a plan! Small request, since it's Elo based, can we get a tourney leaderboard set up so we can check where we're at mid-tournament?
I've also, at one time or another, had the same concerns about the game. I employ conservative tactics, occasionally get bored of it, start betting more liberally, am met with conservative tactics, and typically eventually come out regretting it.
Reducing chip count would get us there (but I think would reduce some of the 'finesse' of betting), raising blinds I think would just push conservative players to get-in/get-out. Antes though. I like the idea of antes. Per-board antes. I think a 5 chip ante would be the perfect sweetspot. It's not a lot, but definitely enough to still make most players rethink that turn1 fold.
Haha, congrats!
Mm, I've hit my budget. I can throw down a $3 game, otherwise I'll start hitting up the ~$10 region next week.
Nate, do you have a download of it anywhere? I dabble in programming. Looking over Jason's source has actually influenced some of the stuff I've been doing over the past week. But even if not source, I'd just be curious to see it too ![]()
I've also observed this. The only thing I can imagine is they're doing source code changes and tests. *shrug
I just realized, leaving first-round only leaves you with a net loss of one coin. Finishing the round just to see, then quitting (be it, not wanting to play or bad picks), would potentially lose two coins. One to the lost round, one to house for leaving early. Right?
Whole thing sounds great! Maybe a tiny issue with the time limit. If 100 chips can make 5 hours, making 5 minutes would only be a two chip loss - worst case scenario for our slow cheeser. Battleplan: get three chips up > wait it out > win tourney > be hero. Would it be possible for something like
tourneyElo += gainedElo*(1+percentChipLead)
Originally, I had deposited a bit of extra money when I saw judge doorman show up. Saw a few $50 games and a brand new wallet leader? Figured what some of us might: fish. Got in, threw down, lost all the money I dropped in. Checked the leaderboards later, doorman was still at $47X.XX, and I was playing against one of the elo leaders! Shit! Lesson learned here as well ![]()
To be honest, climbing up the Elo leaderboard has given me a big incentive to keep playing and improving my game, while my profit has been pretty negative for a while now.
Respectfully, this says something in itself, doesn't it? That you're perhaps employing high level strategy against low level strategies?
Well, I might make a guess that quitting the game, hosting a new one and hoping for another player might take longer in the end.
And having an auto-fold option seems a bit premature. You could hit the nuts on a 36 and 35 (netting you a solid 72), you won't know until that second turn, and by that time, it's probably going to be faster to just wait the round out and you still got to make sure that it was indeed a bad round.
That would be a killer tournament prize. Trophy dice!
Bots can be made for any kind of software. Unless the game was only distributed as binaries and every move made required a captcha, it's impossible to stop.
Some of you may have seen me. I have been poking around with the source code(for theming, stat calculation, or what have you) and half my compiles crash mid game. Often coming back to having lost 1% of my previous buy-in.