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Subject: Mosaic Mingle Dev
JohnsProgram
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4 years ago Posted on: 29 / Apr / 2013
I have a prototype version of Mosaic Mingle up...
http://www.acoders.com/members/johnsprogram/mmingle/mmingle_v0_1.swf

(Cut and pasted from TigForums...)

I'm trying to find out if the game:

* is not too difficult to understand.
* is not too hard to complete, either by level difficulty or limitations.
* won't be too dull regardless of different puzzles.
* works on your computer right now. (This is my first time programming in Flash with AS 3.0)

Please note that this game is just a prototype, so many things other than the game play will be changed during development. Trust me, there will be tons of changes. TONS. So please forgive the very flimsy presentation heh. *Facepalm*

Mosaic Mingle is a puzzle game where you must create a mosaic image based on the stencil behind it. You will match that stencil by placing a tile next in line from the stack shown on the left. Press the green cursors to place the tiles. If you get stuck, press the undo button to remove tiles; which takes you into undo mode. (The number of undoings indicate how many times you have went into undo mode, NOT the number of times you undo moves.)

The way you place tiles is for the four squares, with blue x's in them, to fling the tiles into the template into the exact spot where the green cursor is. So there is some logic for how the tiles are placed. Think the whole field as being on a surface with a hole where the stencil is. The height of the tiles' is twice the size of the hole's deepness, so tiles cannot go over other tiles inside or outside the stencil. Best to try the game to get a better idea of the logic.

I have made seven levels of different styles of pictures, some are harder than others by the amount of colors included. Currently, all tile sequences are randomly generated, which varies in difficulty. In addition, depending on the complexity of the pictures, that too can change the difficulty, so there is a lot of variables for changing the difficulty of puzzles. For this version, I didn't re-arrange the puzzles according to difficulty, so it is best to try the pictures with just two colors to first start off.


Here are my plans before releasing:
* 50 mosaic puzzles in total. 5 rows of 10 puzzles each.
* First ten puzzles are easy (two colors).
* Next row of puzzles gets progressively harder with more complex pictures.
* Music! Presentation! Graphics! Performance!
* Two mode of levels: one with a preset sequence of tiles (easier), another with randomly set sequence of tiles (harder, what this prototype uses).
? Might add symbols onto the tiles to better distinguish colors for those who could not.
? Features for making undoings easier to follow and control. (One example would be putting numbers on tiles in the order they were placed.)
* Medals or rankings for completing levels quickly and with fewer undoings.

I'm welcome to any feedback, positive or negative, as long they are meaningful and specific.
 
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4 years ago Posted on: 04 / May / 2013
I'm giving symbols a try to help players who have troubles distinguish colours. The symbols should work on any coloured tiles and easily recognizable according to their shape. This would only be optional, so it can be shown or hidden.
 
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4 years ago Posted on: 07 / May / 2013
I'm just organizing some shit together. Currently, I'm adding two different types of restarts: one with the existing sequence of tiles and the other with a new sequence of tiles. Those would only apply during challenge mode, normal mode would just have one type of restart as normal mode only has a fixed sequence of tiles.
 
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4 years ago Posted on: 07 / May / 2013
Added a new feature to the undo button. Hold it down to continuously undo the moves. There will be a slight delay, intentional to give you time to click the button to undo once.
Also added a cursor to show you what tile is about to be undo-ed when the mouse cursor is over the undo button.
 
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4 years ago Posted on: 15 / May / 2013
I got the symbols in place, although I think it looks a bit messy... or maybe not. Too overworked to tell, heh. Here's a link to the screen shot...
https://twitter.com/jprogman/status/334511019546255361
Remember, the symbols are optional, so they can be hidden or shown during the game.
 
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4 years ago Posted on: 16 / May / 2013
Another update on tile symbols. I've added symbols to the upcoming tiles as well...
https://twitter.com/jprogman/status/335141381007884289/photo/1
Although, since the current size of the upcoming tiles are small, I had to resize each tile on the chain so the symbol doesn't fully block the tile's color.
I hope the symbols look alright by now while still looking at the tile under it.
 
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4 years ago Posted on: 23 / May / 2013
Symbols are added snugly to the game now. Although, I'm still adding events to turn the symbols off and on, but that shouldn't take too long.
I can tell you that each symbol can now represent a different color, but not a specific color like, for example, red, green, blue, etc. In other words, there are 27 possible colors that a tile can have. So, in an event where all 27 different colored-tiles are needed, there will be enough symbols to accompany each of them so they are easily distinguishable. I know what you may be asking: "How could a puzzle contain 27 colors???" It's a secret; so hush!

The game now has two modes set: easy and hard. As mentioned before, easy will tell you if you just made a mistake -- either by placing a wrong colored tile on the picture or placing a tile that cause unreachable locations. Also, I you have a mistake on the board, you will not add anymore tiles until you undo that mistake.
Hard mode just means you keep on playing regardless if you made mistakes, but you still get a notice that you have placed a wrong colored tile on the picture. (Although, I'm leading towards not adding that hint as well, but that's just a small idea.)

Next up: preparing to enhance the presentation by adding animation, transitions, eyecandy...
 
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4 years ago Posted on: 16 / Jun / 2013
Right now, I'm beginning to re-decorate the levels so it is less duller and feeling less like an actual prototype (cause that's over and done with. ) Alongside, I'm now adding animation to some events for a little "eye-candy effect."

Any how, here's how the levels would look like... https/twitter.com/jprogman/status/346074366099992576 There may be some changes in the layout in the future, just to let you know.

While puzzle development is still in my mind, it won't happen anytime soon until I find a better way of developing them. Currently, the puzzles are developed within the flash project itself as movie clips and then generates into data when the game loads. It gets the job done, but at a cost of additional resources and loading time. So, my plan is to create files containing data for each puzzles and include them into the flash project; in which the game will load and read them. The files would be a mix of image and data files linked to specific puzzles. To create those files more easier, the game itself would export the puzzle data into files; which wasn't easy to do in Flash. To keep the story short, I could only save one file at a time through a prompt window with ActionScript. Fortunately, to prevent going through the prompt window more than once to save multiple files, I've made an engine that produces a .TAR archive file and include the necessary files into that file. Pretty clever way to circumvent the one-at-a-time rule! While I could probably do the same as a .ZIP file, I couldn't understand how the checksum values were calculated; which are essential for the files validity. The .TAR files have an easier-to-understand checksum algorithm, so I went with that instead.

This whole puzzle dumping, .TAR archiving, and file saving thing are just for the development side of puzzle creation and not essential for the released game. This is all made just to make puzzle creation A LOT LESS TEDIOUS.
 
<JohnsProgram>
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4 years ago Posted on: 24 / Jun / 2013
As I add more stuff into Mosaic Mingle, I get more and more concerned on its performance, specifically its memory usage. I'm not sure completely how Flash does the garbage collecting, although I have been using the advice of nulling variables and removing event listeners. It seems like the memory continues to climb higher and higher when switching between screens. Is the physical memory suppose to keep on climbing up and not go down? I'm doing my best to ignore it and proceed with the development, but I'd rather get the flaw over and worked with while the project is still small.
 
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4 years ago Posted on: 20 / Jul / 2013
I seem to have got the level screen done, but not completely. It can load levels more easily into different round types and modes. To make it sound less confusing, round types are either normal round or challenge round. Modes are either easy or hard.
I got the proper stuff for puzzle development to work, so now creating puzzles are simpler than before.
Next, I'm redeveloping the level select screen. My original plan is for each mode (easy or hard puzzles) to have 25 buttons representing a different puzzle. But, only some of those puzzles are locked and can only be unlocked by playing a handful of existing puzzles. At first, puzzles can only be cleared in normal mode. Once the puzzle is completed, you can replay that puzzle in challenge mode.
The appearance of the level select screen would have to be easy to understand as I cram 25 buttons on one screen. I have a plan to add stars next to the puzzle's thumbnail to show its completion (managed to finish the puzzle) and qualification (setting the record).

Soon, although I haven't quite put them in order, I will do the following:
* add sound and music
* start saving data
* puzzle development
* add a preloader and Kongregate's API

I do plan to add my game to Kongregate if Mosaic Mingle is acceptable to them.
 
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4 years ago Posted on: 28 / Jul / 2013
Nothing new development-wise as I am still working on the level selection screen.
I have got some buttons and messages working well enough to make the screen operable. The selection goes like this: you press a button of a puzzle you wish to play, then a window pops up to show you the current record for solving the puzzle in least undoings and time. Then, you press the play button to start playing the puzzle.

What I'm doing next is to implement some kind of scoring system. As you solve a puzzle in a type of round (normal or challenge), you will earn stars. You get a star for completing a puzzle and another star for setting a record on that same puzzle. One puzzle in a type of round has a total of 2 stars. Therefore, one entire puzzle can score you up to 4 stars.
I plan to use the number of stars to reach milestones to unlock more puzzles. You would only have five different puzzles at a time, and reaching a new milestone would unlock 5 more puzzles. Those puzzles would only be playable in normal rounds because you would need to play those first in order to unlock the challenge round for those puzzles.
I haven't figured out how I would set the milestones. I'm considering to have the player solve 3 out of 5 puzzles completely per row of 5 puzzles. So, every 12 stars would unlock 5 more puzzles. That isn't official just yet. I'll let you know when it's done. Comparing the easy puzzle group with the hard puzzle group, their milestones won't be any different.
 
<JohnsProgram>
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4 years ago Posted on: 07 / Aug / 2013
I've posted a video of what I have got for "Mosaic Mingle" for now on Screenr.
You'll have a peek on how the game is played and listen to some of the sounds and music included. There will be some changes to the game by the time of this recording, so what you see or hear may be altered a bit.

Here you go...
http://screenr.com/UNKH
 
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4 years ago Posted on: 07 / Aug / 2013
Some elaboration...
I have finally added sound to the game! The music was indeed created by me, although I'm not born to be a musician; just I like to create some music from time to time. In total, I'll have one music for the title and another for the puzzle.
Originally, I had plans to add 3 puzzle BGM's, but I figured it was too much to select from in-game. So, I went with a safe choice of one particular music that I believe is a safer choice...
http://soundcloud.com/jprogman/clockwork

The sounds are of course made by me too. Nothing to say much. Just I hope they fit in with the game.

In correspondence with the video posted earlier, I still have some animation to add such as the countdown label. In addition, I might add menu transitions to make the game more professional; although, I might end up keeping it as the way it is to keep it simple.

By a rough estimate, the game is about 75% done!
 
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4 years ago Posted on: 18 / Aug / 2013
Remember that video I've posted on Screenr? I've posted it onto Youtube.
http://www.youtube.com/watch?v=yPYR4nghkeM
The only difference is the annotations explaining the rules of the game.

Meanwhile, I've done a few things...
+ Made tile symbols less random in certain puzzles. I can assign specific symbols to a specific color for every puzzle. In cases where I got a puzzle destined to have that same symbols, like the red tiles in the heart puzzle have heart symbols on them, I can easily assign symbols.

+ Some tweaks to existing music. Just some quality improvements and extensions.

What I'm doing right now...
* Working out a way to prevent an exploitation. It wouldn't be too much of a problem if it weren't for the way Firefox works with Flash. The problem is right clicking to show the pop-up menu. It sometimes freezes the game and can only resume when the menu is gone. This is bad when a puzzle is in progress because the timer doesn't tick during that event, allowing the player to plan more easily with the frozen timer.
I do plan to cause the game to show the pause menu when the player right clicks. Although, there is a delay between the user's right-click and the showing of the pause menu due to a delay in updating the graphics.
It's not a big deal if players find a way to study the tile sequence with the frozen timer. (Rhymes with sprints clean.) However, I find the right-clicking ordeal a tad too easy to exploit. I plan to include the time spent after opening the pop-up menu to show the pause menu into the puzzle's time as if you are still playing the puzzle. When the pause menu shows, you are not playing until you continue.
Again, this exploit seems to only happen in Firefox. Internet Explorer doesn't do that. I don't know if Chrome does it as well.
 
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4 years ago Posted on: 22 / Aug / 2013
I'm torn on how the game should pause during the puzzle.

Currently, I have the game pause in three ways:
* By pressing the pause button or the quit button. Pressing the quit button will prompt you to confirm your decision to quit, but it does pauses the game.
* By clicking outside of the flash game.
* By right-clicking to show the menu. Just right clicking causes the game to pause.

Although, I might make the following changes in order to convince the players to pause the game themselves:
* By still pressing the pause button (or the quit button.)
* By right-clicking and selecting "Pause" on the menu.
The game would not pause if it loses focus.

I'll mull it over.
 
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4 years ago Posted on: 12 / Sep / 2013
I was figuring out what sort of rounds the game should have. Of course there are two, but there were another two that I plan to keep as unlockables, only to trash them due for being too difficult and messy.

The game has only two different rounds: Normal and Challenge. Those are played with 50 different pictures. My plan was originally to include two different rounds, called "special" puzzles, as unlockables. But, after some thought, I'm only going to keep the Normal and Challenge rounds.

The special puzzles are different than Normal and Challenge rounds for being totally dynamic. The special puzzles are actually noisy, or randomly-generated, pictures that are only meant for the true puzzle solvers. There were two types of special puzzles: random and cascade. Random creates the noisy template using a select amount of different colored tiles; between 5 or 25 out of 27. Cascade ensures there is all 27 different colored tiles in the template.
At first, I thought it would be okay to have them as unlockables and not make them necessary to complete the game. Unfortunately, the special puzzles became too difficult to enjoy and too messy to play and feared that they will scare players off; which led to my decision to trash those puzzles completely.

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4 years ago Posted on: 12 / Sep / 2013
What's left?

* Develop Title Screen.
* Develop Instructions Screen with Instructions.
* Develop Options Screen.
* Develop Preloader Screen, Intro.
* Develop Ending Screen.
* Add and Test Puzzles: 25 Easy, 25 Hard.
* Add feature to unlock more levels after hitting a certain amount of stars.
* Finalize BGMs.
* Final testing and debugging.

As long as I keep persisting at this project without any hurdles, I should get this done for public tryout by the end of this month!
 
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4 years ago Posted on: 14 / Sep / 2013
Just a screenshot of a title screen in development...
 
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4 years ago Posted on: 07 / Oct / 2013
I did post several messages at TIGForums regarding my progress, so this topic is a little behind.

To wrap it up:

* All 50 puzzles were selected to be part of the game. The selection includes their design, the amount of colors, and attraction.

* Milestones were added to the game. It's nothing major. It is used to unlock 5 more puzzles when you reach a certain amount of stars in either easy or hard puzzles. (The two star totals are not combined.)

* I have managed to resolve a performance/memory flaw that scared me through the project development. This is largely thanks to making screens into Singletons, in other words: to instantiate a different screen only once and use that same instantiation when needed. Also, recycling certain objects like the tiles and the green cursors did help keep the performance steady.
I don't have specifics on how much memory the game uses now versus what it used to use, but I'm hopeful enough to rest easy without worrying about the performance.


What's left to do:
* Endings/congratulatory messages. It's a screen with a big, completed mosaic picture with a message to congratulate you for completing every easy or hard puzzles. It's pretty easy to do and shouldn't take long.
* Presentation. This is decorating every screens to have them ready before the game's release.
* Instructions. This is important by far!
 
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4 years ago Posted on: 11 / Oct / 2013
I got things done!

* Endings/congratulatory messages are done and working properly!
* The presentation are finished and looking spiffy!

What I only have left is the instruction screen. After that is done, the game will finally be done!

Since this website doesn't support flash games, I'll be putting it on Kongregate exclusively so the game has a stable place to stay and generate some revenue.

While I hope I'm not taking a big jump, I am thinking on participating at the Independent Gaming Festival for 2014. The deadline is a week from now, but the game is just about ready for release. I have days where I'm too skeptical to join, I really wanted to give it a try.

Stick around this Friday or Saturday for the release!!!
 
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