1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
70 lines
2.5 KiB
Text
70 lines
2.5 KiB
Text
Useful checklists
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=================
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Things to remember when adding a new puzzle
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-------------------------------------------
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Write the source file for the new puzzle (duhh).
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Create a .R file for it which:
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- defines a <puzzle>_EXTRA symbol for it if it requires auxiliary
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object files (make sure that symbol doesn't contain the icon)
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- adds it to the `ALL' definition, to ensure it is compiled into
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the OS X binary
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- adds it as a GTK build target, with the optional GTK icon
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- adds it as a Windows build target, with the optional resource
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file
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- adds auxiliary solver binaries if any
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- adds it to $(GAMES) in both the automake and GTK makefiles, for
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`make install'
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- adds it to list.c for the OS X binary
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- adds it to gamedesc.txt, with its Windows executable name, display
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name, and slightly longer description.
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If the puzzle is by a new author, modify the copyright notice in
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LICENCE and in puzzles.but. (Also in index.html, but that's listed
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below under website changes.)
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Double-check that the game structure name in the source file has
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been renamed from `nullgame', so that it'll work on OS X. Actually
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compiling it on OS X would be a good way to check this, if
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convenient.
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Add a documentation section in puzzles.but.
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Make sure there's a Windows help topic name defined in puzzles.but,
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and that it's referenced by the help topic field in the game
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structure in the source file.
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Check that REQUIRE_RBUTTON and/or REQUIRE_NUMPAD are set as
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appropriate.
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Add the new Unix binary name, and the names of any auxiliary solver
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binaries, to .gitignore.
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Write an instructions fragment for the webified puzzle pages, as
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html/<puzzlename>.html .
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Make a screenshot:
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- create an appropriate save file in `icons'
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- add the puzzle name to icons/Makefile
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- set up a REDO property in icons/Makefile if the screenshot wants
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to display a move halfway through an animation
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- set up a CROP property in icons/Makefile if the icon wants to be
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a sub-rectangle of the whole screenshot
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Don't forget to `git add' the new source file, the new .R file and the
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save file in `icons', the new .html file, and any other new files that
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might have been involved.
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Check in!
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Put the puzzle on the web:
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- run puzzlesnap.sh
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- adjust the copyright in index-mid.html if the puzzle is by a new
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author
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- check that the new puzzle has appeared on the staging web page
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- test both Windows binary links, the docs link, the Javascript
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version and the Java version
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- run webupdate
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- test all those things once more on the live website
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