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# HC Update

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Updated Honeycomb, with the new scoring system and game over condition!

I decided to go with option #2 to start with, because it is a trivial matter (a single line of code) to switch to #1 later if it turns out that #2 wasn't the best solution.

This changes the game dynamic a bit in that it is now more difficult to get a high score, but in the long run, I do feel that this is best for the game.

The high scores have all been wiped, since they are no longer valid under the new version.

I'm not sure that the number of moves are carrying over properly at higher levels. On my last game I got to level 43 with mostly perfects, but when I finished level 43, I used a lot more than the 80 odd moves that I thought I should have at that level, something like a 120 moves or so.

Did the move-counter and bonus-moves-counter over on the right of the screen go negative?

Impressions. . .

Ahh, much better. The game did need a visible end other than "play until you can't stand it anymore".

It still wears out its welcome for me, but that might just be because I'm used to games like mine that last a maximum of about ten minutes, so a 35-minute Honeycomb is a bit of a stretch. If you did want to shorten the game-time, you could always make the game skip two levels every time you get a perfect score.

I'm upset that a perfect score on level 30 is worth the same as a perfect score on level one. It's not necessarily unfair, but it still upsets me just the same.

Punch up the look a bit. Flash embeds whatever font-curves you want, so you can go with something other than Times New Roman for your scores and such. Needs a bit of pizazz.

Take the comments with whatever grain of sand you want. It's a very good game, and I guarantee it'll get a following if/when it goes "live".

To be honest, I didn't really notice something funny until around move 100 or so on that level; I think it said I had around 30 bonus moves left, with no negatives floating around anywhere. But I'm somewhat fuzzy on the recollection side of things. It was four in the morning my time and I had just finished forty odd levels, so my paying attention quotient was pretty low. :)

I'll try again sometime later and see if I can duplicate the problem.

please do check to see if you can reproduce it. Currently, the code for detecting end of game looks like this:

				if(_parent.m_nMovesLeft>0)
{
_parent.m_nMovesLeft--;
}
else if (_parent.m_nBonusMoves>0)
{
_parent.m_nBonusMoves--;
}
if(isSolved())
{
_parent.setState(6);
}
else if((_parent.m_nBonusMoves+_parent.m_nMovesLeft)==0)
{
_parent.setState(7);
}



which appears rather bullet proof, but i could be wrong.

Played through again, and it seems to be giving me an extra bonus move every now and then. Nowhere near as extreme as my last game, but by the time I quit, there seemed to be four or five extra bonus moves for the number of times I messed up.

edit: I tried another game, and this time there was no weirdness at the higher levels. One thought: both of the other times, I was playing a DVD in a foreground window. Maybe there's a problem if the program doesn't get enough cycles?

Yeah, there's definately something screwy with the bonus move accumulation. When I beat the final level in my last run through, according to the bonus counter I had only used up 27 bonus moves. And let me tell you, there is no way that was only 27 bonus moves.

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