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878151 Posts in 32909 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 09:37:43 AM
TIGSource ForumsDeveloperFeedbackManufactoria: A Game About Putting Robots In Their Place
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Author Topic: Manufactoria: A Game About Putting Robots In Their Place  (Read 69376 times)
Papy
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« Reply #375 on: June 15, 2012, 11:12:01 AM »

People have been suggesting a mobile port for a while, but my current policy is to prefer working on newer games rather than porting existing one(s). That may change at some point, but I also lack an Android to develop on, so that's unlikely to be a target platform in the case of a port.
Android devices can play Flash games and Manufactoria does work. In full screen mode it looks good (at least on a 10" tablet). The only problem is the interface is not that great without a mouse and a keyboard. In particular, as far as I know, there is no way to do a shift-click.

Right now, when we click on an item, the box containing the item goes white and a copy of the item follows the mouse. When we click on a "Rotate" button or on the "Flip" button, it's the copy of the item which is changed (which is obvious since there is no more an item inside the original box).

This doesn't work well when there is no mouse. I think that simply drawing a big rectangle around the item to show that it is selected when we click on it, and then changing the image of the item inside the box when we click on a rotate or flip button would be much better. The last touch would probably be to completely hide the mouse pointer as it looks clumsy on a touch screen.

Of course, the most important thing would be to add a "Shift" toggle button.
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PleasingFungus
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« Reply #376 on: June 15, 2012, 09:41:05 PM »

People have been suggesting a mobile port for a while, but my current policy is to prefer working on newer games rather than porting existing one(s). That may change at some point, but I also lack an Android to develop on, so that's unlikely to be a target platform in the case of a port.
Android devices can play Flash games and Manufactoria does work. In full screen mode it looks good (at least on a 10" tablet). The only problem is the interface is not that great without a mouse and a keyboard. In particular, as far as I know, there is no way to do a shift-click.

Right now, when we click on an item, the box containing the item goes white and a copy of the item follows the mouse. When we click on a "Rotate" button or on the "Flip" button, it's the copy of the item which is changed (which is obvious since there is no more an item inside the original box).

This doesn't work well when there is no mouse. I think that simply drawing a big rectangle around the item to show that it is selected when we click on it, and then changing the image of the item inside the box when we click on a rotate or flip button would be much better. The last touch would probably be to completely hide the mouse pointer as it looks clumsy on a touch screen.

Of course, the most important thing would be to add a "Shift" toggle button.

Oh, I hadn't remembered that Android devices can run Flash! If it runs well, that's fantastic; much simpler than doing a native port.

I'm not currently working on such a port (I'm working two new, semi-secret games), but if/when I do, I'll take your advice into account! It's very useful feedback.

Thanks!
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Papy
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« Reply #377 on: June 16, 2012, 12:20:52 PM »

In case you are interested is seeing what Manufactoria looks like on a tablet, here's a video : http://www.youtube.com/watch?v=lehab_jBDUc (sorry for the shaky cam).

You can see the game is quite playable, except for the fact that it's impossible to create bridges. Maybe the simplest solution to make it fully playable would be to simply go back to the behavior of creating bridges by default.

And just in case this might motivate you a bit, I just made a 10$ donation.  Wink

(Hint to everyone else : It would be great if other people like me who have an Android tablet would do the same. 10$ is not much, but if 20 other people also made a donnation, it might be a better motivation!)
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rmsgrey
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« Reply #378 on: June 23, 2012, 02:24:19 PM »

The Malevolence Engine is out of patience!

My solution to Politicians (two blues per red) is correct (I assert) and only uses 31 pieces, but Malevolence gets bored with the less-than-optimal time taken.

Solution: http://pleasingfungus.com/Manufactoria/?lvl=22&code=g12:2f3;c12:3f3;c12:11f3;c12:12f3;b13:4f0;r9:3f2;q10:2f5;p10:3f1;b11:3f0;p11:4f0;r11:5f1;p12:4f7;c10:4f3;c10:5f3;q12:5f6;g12:6f3;p12:7f7;i12:8f1;q12:9f6;c13:6f0;c13:7f3;p13:8f7;q14:6f1;p14:7f5;p14:8f2;b14:9f1;r15:7f0;c12:10f3;q10:6f3;r11:6f2;r11:2f2;

The machine runs a two-pass algorithm, first sorting the string by repeatedly stripping the first red to the end of the string until there are no blues after the first red, and second repeatedly stripping the first two blues and the first red from the sorted string.

Worst case length n string for the machine would be n-1 reds followed by a single blue
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dustyw
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« Reply #379 on: August 30, 2012, 03:05:04 AM »

Glad to hear you're enjoying it!

People have been suggesting a mobile port for a while, but my current policy is to prefer working on newer games rather than porting existing one(s). That may change at some point, but I also lack an Android to develop on, so that's unlikely to be a target platform in the case of a port.

I have several spare Android devices laying around.  I'd happily ship you one if it meant you'd make an Android port of this game, but it's more efficient to just use the emulator that comes with the Android SDK (free).  We can't rely on Flash working on Android since Adobe is withdrawing Flash Player support from Android.  You probably could lean on Adobe AIR to port this and it might be good enough, but a native port would be better.
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höhöhö
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« Reply #380 on: September 06, 2012, 04:19:01 AM »

hi, Seraphim wants me to accept an empty string, but that does not count as two equal strings separated by a green. the minimal accepted string should be one green.
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PleasingFungus
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« Reply #381 on: September 06, 2012, 06:38:20 PM »

hi, Seraphim wants me to accept an empty string, but that does not count as two equal strings separated by a green. the minimal accepted string should be one green.

Yeah, that's an oversight on my part! Sorry about that. If there's another update, the fix will go in it.

EDIT: actually, you shouldn't be getting that string as an input - are you testing on the custom input mode?
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höhöhö
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« Reply #382 on: September 07, 2012, 03:13:00 AM »

yes, i was testing it in custom input mode.
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PleasingFungus
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« Reply #383 on: September 07, 2012, 08:03:01 AM »

yes, i was testing it in custom input mode.

Well, the game will only test your machine with strings of the correct format (x+green+y). The behavior for strings not of that format is unspecified - the fact that the custom input claims empty strings should be accepted is arbitrary & meaningless! Don't worry about it.

(Glad to hear from someone enjoying the game!)
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höhöhö
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« Reply #384 on: September 09, 2012, 01:07:39 PM »

oh, i enjoy this game a lot! (unfortunately i deleted my cookies ...)
but it is sad that in a game about computability problem definitions are not to be taken as they are.
isn't it quite easy to implement the accept/reject thing for custom input via regex? (i mean, you did program the whole game, so it should be easy for you, at least in theory)
or adjust the problem definition.
feels like a nerd game, so it should be for nerds (thus consistent).
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PleasingFungus
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« Reply #385 on: September 09, 2012, 08:21:07 PM »

oh, i enjoy this game a lot! (unfortunately i deleted my cookies ...)
but it is sad that in a game about computability problem definitions are not to be taken as they are.
isn't it quite easy to implement the accept/reject thing for custom input via regex? (i mean, you did program the whole game, so it should be easy for you, at least in theory)
or adjust the problem definition.
feels like a nerd game, so it should be for nerds (thus consistent).

(A) Manufactoria is Turing-complete; that means that formal regexes aren't sufficient to describe the later problems, and actual-programming regexes... might work, but it'd be really clunky.

(B) The situation you described is in fact an oversight, but it's a very minor one, given that the game will never test strings of an invalid type when running your machine.

Thanks!
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höhöhö
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« Reply #386 on: September 12, 2012, 12:59:14 AM »

(A) didn't think this the whole way through. you're right. what do you mean with "actual programming regexes"?

(A') so you're testing input against a given list of possible solutions? you could use a Manufactoria-Automaton to check ...

(B) no problem. still like the game. sometimes i'm starting with base cases, that's is how i found it.
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PleasingFungus
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« Reply #387 on: September 12, 2012, 07:25:11 AM »

(A) didn't think this the whole way through. you're right. what do you mean with "actual programming regexes"?

(A') testing input against a given list of possible solutions? you could use a Manufactoria-Automaton to check ...

(B) no problem. still like the game. sometimes i'm starting with base cases, that's is how i found it.

(A) http://en.wikipedia.org/wiki/Regex#Patterns_for_non-regular_languages

(A') Sure, but that'd be a lot more work (& a lot more error-prone) than just writing a few lines of code. (It would have been a much better approach to custom levels, but, well, live and learn!)

Anyway, glad to hear you're happy!
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rmsgrey
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« Reply #388 on: May 10, 2013, 03:29:56 PM »

The Malevolence Engine is out of patience!

My solution to Politicians (two blues per red) is correct (I assert) and only uses 31 pieces, but Malevolence gets bored with the less-than-optimal time taken.

Solution: http://pleasingfungus.com/Manufactoria/?lvl=22&code=g12:2f3;c12:3f3;c12:11f3;c12:12f3;b13:4f0;r9:3f2;q10:2f5;p10:3f1;b11:3f0;p11:4f0;r11:5f1;p12:4f7;c10:4f3;c10:5f3;q12:5f6;g12:6f3;p12:7f7;i12:8f1;q12:9f6;c13:6f0;c13:7f3;p13:8f7;q14:6f1;p14:7f5;p14:8f2;b14:9f1;r15:7f0;c12:10f3;q10:6f3;r11:6f2;r11:2f2;

The machine runs a two-pass algorithm, first sorting the string by repeatedly stripping the first red to the end of the string until there are no blues after the first red, and second repeatedly stripping the first two blues and the first red from the sorted string.

Worst case length n string for the machine would be n-1 reds followed by a single blue

So I decided to dust off the game and start again from scratch, and, with a slightly more piece-efficient layout (29 pieces) and the same algorithm, I hit the same problem with Malevolent impatience:

http://pleasingfungus.com/Manufactoria/?lvl=22&code=g12:2f3;p12:4f7;b13:4f0;r11:2f2;q10:2f5;p11:4f0;p10:3f1;r9:3f2;b11:3f0;c12:3f3;r11:5f1;c10:5f3;i12:8f5;c12:12f3;p12:10f3;c12:5f3;c12:6f3;q12:9f6;r10:4f3;c12:7f3;g11:6f3;p11:7f2;p11:8f3;p10:7f1;r9:7f2;q10:6f3;p10:8f4;b10:9f1;q12:11f3;

I didn't bother saving my much more time-efficient layout that just strips out the first red and first two blues it comes across in whichever order they occur and copies anything else but it took more pieces (33)
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