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Victor Pernet

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A member registered Dec 16, 2022 · View creator page →

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Hello, thanks for the kind comment.

It should be possible to make an iOS build with the project files on the git hub. You'd need to get godot version 4.2 (or 4.1.2 not 100% sure), download the project files, extract them in a folder, open the folder with godot as a project, go on the build section and select build project for iOS. Don't hesitate to ask if you need more help.

Since last update you have to hold the + button to start a new game (so that you don't delete your current game on accident). Could also be if you're on phone because you are touching the screen on the edges while holding your phone, and so cancels all other touch inputs.

Hello ! Thanks for your kind comment :).

The feature you'd like is actually already implemented on f droid and browser ( I think ? i'm going to double check ) you can double tap on the new game button to bring up the Seed Edit panel which allows you to save or reload games based on their seed. It should be explained in the ? button. If not that means I haven't updated all versions :/.

Hey, I'm glad you like it. That question has been asked on github previously, if you'd like to see the discussion. But the short of it is : I don't know. In classic FreeCell solitaire there are layouts that are clearly impossible, where every big cards are at the end of each stack, but being able to tell if a "normal" layout is solvable or not is a very, very complicated problem to solve.

It's really cool to hear someone say they love something you made, thank you.

The idea came to me when I was playing lots of Skull King, a card game with its own set, and thought about how would a solitaire for the set play. I've always been a sucker for mini games inside of other games, such as the gwent in Witcher 3, or more obscure, the dice game in pirate of the Caribbean at World's end the video game.

About the ratio, do you mean the black bands at each side or something else ?

hello, thanks for your kind comment ^^. 

I am not entirely sure about the scenario you described, but in your screenshot, it is possible to get rid of 2 pirates by selecting them after pressing the beast button. 

When there are more than two pirates available and you press the beast button, you select one pirate (which is highlighted) and then a second pirate, and they're discarded. 

If you don't want that pirate you can click on it again to un select it, or cancel the pirate selection all together by pressing the beast button again. 

Hope it helps.

all you need is post your game's files on github or another repo to show your app is open source. The html5 is an export of the game to make it playable on the browser, alternatively you can make the export as a .exe available for windows according to the rules.

I dig the idea of a solo, long term gamejam, it allows me to work as long as I feel like without worrying about the small stuff

If it's your first gamejam, try messing around with microstudio.dev, it's a game engine on the web, it will teach you the basics of game logic, useful stuff for any game engine you end up choosing.

If it's your very first jam, and you literally have no experience with game logic I'd suggest you use : microstudio.dev

It is a nich, web hosted open source game engine that has the bare necessary features for doing game development. 

If doing everything by hand for someone starting gamedev sounds like a bad idea and you'd rather start with something with a lot of premade components for you to use, then you fell into the same trap most gamedevs amateurs (me included) fell into.

Long story short, if you do not know game logic nor how premade components work under the hood, when it comes time to debug you will be in hell. 

I know almost nothing about shaders, so if microstudio doesn't give you the tools you want to make your game, I would suggest going with godot over unity simply because it's lighter and got much better doc. 

Even then, before the actual gamejam start, messing around with microstudio to understand the basics of gamedev would only be to your benefice.

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Thank you for your kind words, I'm very glad that you like the game !

I actually didn't know 4.2 would support C#, that's good to know. I didn't really talk about it in my devlog, but I had a lot of fun learning a new language, and it was much easier than I expected it to be.

Edit: also huge shoutout to ygringas, who helped me upload the game on f-droid. He's the working dev on Ravengate, which is the first Godot game uploaded on f-droid, I couldn't have done it without his help.

It moved waay faster than the player for me, maybe some process delta issue ?

the madlad made a tower defense for the two button game jam, that's incredible

very cool idea, the graphisms and ambiance are on point, incredible work done in a week

Yo did napstablook write this description lol ?
Good game

really cool, the music, art and gameplay give a very uplifting mood to the game. In level 2 how do you pass the big moving platform tho ? lol

https://victor-pernet.itch.io/pirate-solitaire

I wanted an ad-free, feels good to play, zachtronics like solitaire game that I could play on desktop, web, or mobile while listening to podcasts. I couldn't find one, so I made it!