From f250d5d87a870e0e171e9a1096e87a990dbdfa87 Mon Sep 17 00:00:00 2001 From: Gregg Tavares Date: Wed, 10 Sep 2014 03:52:41 -0700 Subject: [PATCH] update docs --- docs/ideas.md | 40 ++++++++++++++++++++++++ docs/makinggames.md | 18 +++++++++++ todo.md | 76 ++++++++++----------------------------------- 3 files changed, 75 insertions(+), 59 deletions(-) diff --git a/docs/ideas.md b/docs/ideas.md index 5da38ded..d4944f19 100644 --- a/docs/ideas.md +++ b/docs/ideas.md @@ -17,6 +17,46 @@ or find stuff. So some random ideas I'd like to explore if I have time. Maybe they'll trigger some ideas for you +* Balance platforms with balls melodic. + + Each player controls one platform they can place and rotate with their phone. Balls bounce off them, + Or rain producing sounds. Think elektroplancton + +* Bucket brigade + + Players have to pass things from player to player either on the big screen or on their own + + +* Given at least 4 players divide into groups. + + Make up phone configuration in gamer. Tell users to arrange their phones. + + Put a number on each phone and a diagram + + +----+ + | | +----+ + | 1 +----+ | + | | | 3 | + +----+ 2 | | + | +----+ + +----+ + + Then, players push a character from on phone to the next or flick a ball. + Teams that make the most laps win or points win + +* Number the phones, have players stand in a circle by number. + + Play some Kind of pass the ball game where the server passes things around + the circle and players have to forward them. Maybe like pong ? + Maybe with orientation ? Maybe catch with basket then throw? + + If players stand I circle could let players target each other because can guess + where they are in relation to each other + + Could limit to groups of ~12, split groups? + +* Game that players lineup their screens to figure out code. Maybe color background by team/group + * Go Fish diff --git a/docs/makinggames.md b/docs/makinggames.md index 152d805f..a78176c8 100644 --- a/docs/makinggames.md +++ b/docs/makinggames.md @@ -38,6 +38,24 @@ I'm sorry there's so many steps. It's not as hard as it looks. Trust me. * Install HappyFunTimes (http://superhappyfuntimes.net/install) + **IMPORTANT** You can **NOT** have 2 installations of happyFunTimes. + + So, if you install above do NOT clone the happyfuntimes repo. + + If you clone the repo do NOT install happyfuntimes with the installer. + + Note: There is no reason to clone the repo AFAIK unless you want to + contribute to happyfuntimes itself. To making games installing + is fine. + + If you accidentally install twice you'll need to delete the configuration + files because they'll be pointing to one installation. + + OSX: ~/Library/Application Support/HappyFunTimes + Windows: /Users//AppData/Local/Greggman/HappyFunTimes or + or /Users//AppData/Roaming/Greggman/HappyFunTimes + Linux: ~/.happyfuntimes + * Install [node.js](http://nodejs.org). I was using 0.10.29 (note: 0.10.31 has a bug. Don't use that version!) diff --git a/todo.md b/todo.md index 3c0f17c2..5dd80bd0 100644 --- a/todo.md +++ b/todo.md @@ -20,12 +20,26 @@ To Do > are you sure you're on the same network? Connect your phone to the > same network and click "try again". help. + +* if hft is not running, have shft save a cookie if you choose a game to install. + + when hft starts it can open an iframe to shft which will read the cookie and + trigger and install question + * genreate min/concat version of hft libs. Allow you to select that style in package.json so no requirejs * make hft newgame make a folder, ask the gametype etc.? * fix names in powpow? +* make shft tell you you need to upgrade hft +* Add 'what is this' to hft.net +* Add a support field, default to github issues +* make hft-exe write over old version? Should ask? --force? +* check that first installed game works +* add purge request to manage gamedb for icon and screenshots +* fix shft update-exe so username:password works +* make --export for make-release the default * make code send API version for HTML that might be hard because we don't know the API version until after @@ -38,14 +52,6 @@ To Do to work. But, while developing you might forget? I guess it should at least print a warning -* make shft tell you you need to upgrade hft -* Add 'what is this' to hft.net -* Add a support field, default to github issues -* make hft-exe write over old version? Should ask? --force? -* check that first installed game works -* add purge request to manage gamedb for icon and screenshots -* fix shft update-exe so username:password works -* make --export for make-release the default * if --dns * require port 80, fail if we can't get it * print 'need sudo' or figure out how to ask for permission @@ -141,54 +147,6 @@ To Do 17 people playing shootshoot at Big Burger in Anywhere, USA etc.. -* how to migrate old happy fun times - - * copy to other folder - * add .gitignore - * git init - * git add - * git commit - * edit package.json - - only fields should be - - "gameUrl": "gameview.html", - "screenshotUrl": "screenshot.png", - "gameType": "html", - "minPlayers": 2, - "category": "game" - - * copy a bower.json? - * edit bower.json - - "name" - "deps" - private: true // this is not itself a bower package - - * run `bower install` - * make an icon.png/jpg/gif (64x64 or 128x128) - * - * delete gameview.html // assuming you were using templating - * delete index.html // assuming you were using templating - * edit all your scripts - - define([ ]) - requirejs([]) - - if you were referencing tdl as - - '../../../3rdparty/tdl/???' -> '../bower_components/tdl/tdl/?? - '../../../scripts' -> 'hft' - '../../scripts' -> '../bower_components/hft-utils/dist' - imageprocess -> imageutils - - * add README.md? - * make repo on github - * git remote add origin git@github.com:/.git - * git push -u origin master - - - Runs Repo noid * * * hft-boomboom * * * hft-clocksync @@ -563,9 +521,9 @@ Runs Repo noid You could serve the page that does that from htf.com or something like that. - - - +* powpow + * make controller say "control ghost ship" + * * boomboom * implement kick (comment in kickCrate in boomboomgame globals to make powerup appear, then implement in player.js) * "Hurry!!!"