Skip-Bo (card game)
Jeremysr:
http://www.bio-gaming.com/jeremy/dslua/downloads/skipbo_dslua.zip
readme.txt
Quote
Skip-Bo for DSLua by Jeremysr (jeremy.ruten@gmail.com)
---
DSLua now uses LibFATDragon. Go to http://www.dragonminded.com/?loc=ndsdev/DSOrganize%20FAQ to get the compatability chart for which colour you should use (green, blue, or gray). If none work you can try the gbfs version which is a better choice anyways (if it works on your homebrew device) because you don't need to copy any extra files, just the ds executable.
CF instructions
---
In one of the cf- releases, copy the "skipbo" folder onto your cf card at /dslua/skipbo.
Then copy the Skipbo.nds/.sc.nds/.ds.gba file anywhere on your card and run it.
GBFS instructions
---
In the gbfs release folder copy Skipbo.nds/.sc.nds/.ds.gba to your card and run it.
How to play
---
I'm not going to teach you the game here, just the differences of the real game and playing it on the DS.
To move a card, tap it and then once it's selected, tap where you want to put it.
To end your turn, discard a card.
In this version you can only have 1 card in each discard pile. If you try to put a card on top of a card in the discard pile the card below it will be erased.
The noodles will be replaced later on with either rules or a quit button (we'll need to add a quit function to DSLua).
daltonlaffs:
First of all, wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow!
Second of all, wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow!
And finally... nice going dude!
This is probably the biggest DSLua achievement to date! However, a few suggestions:
- There is a quit function... sorta. Enclose your program in a while true do loop and call break when you want to end it.
- As for rules... just use your wordWrap, or if you are pickier, make an image in paint... lol
sypherce:
Can't say much, it's just great :3 Only thing that's bad is, the sprites corrupted the first time trying it (I'm guessing it's just dslua, I'll have to fix it) *RUNS OFF TO FIX IT*
Jeremysr:
Quote from: daltonlaffs on December 31, 2006, 08:13:02 AM
First of all, wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow!
Second of all, wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow!
And finally... nice going dude!
This is probably the biggest DSLua achievement to date! However, a few suggestions:
- There is a quit function... sorta. Enclose your program in a while true do loop and call break when you want to end it.
- As for rules... just use your wordWrap, or if you are pickier, make an image in paint... lol
Wow and I wrote 90% of it in one day :P
By a quit function I mean a function that returns to the DSLua file browser. And maybe frees everything from memory (code, sprites, sound...). Edit: your example won't work here because "break" will only skip to the end of the loop that the break command is in. (The loop furthest to the left if you indent properly.)
And yes I now realize there is a graphics bug with the CPU's cards. But I guess it doesn't matter since you're not supposed to see the CPU's cards (it's supposed to show the backs of the cards). But it makes it look bad still...
Edit: There also seems to be a random bug where DSLua freezes when you select a card sometimes. This happened in my DSLua keyboard also, when tapping a key sometimes.
daltonlaffs:
The 'random freeze' you speak of is a result of flashcard fragmentation. Just like computers, flashcarts and CF/SD cards fragment. If a program is fragmented to a high extent, the DS fails to keep up with it... and one thing leads to another!
Anyway, the break command... it STOPS while true do loops. It goes through the loop one more time, then quits it. And exiting back to the browser in such a way causes your resources (sprites, palettes, framestrips, etc) to free automatically.
Navigation
[0] Message Index
[#] Next page