I’ve been working on this for a few weeks now. This game took me about 3x longer to get working than I had expected it to, but I have finally squashed all the bugs.
Download source code or binaries here (updated link):
If anyone wants to add features, or refactor the code to turn it into an official MonoGame demo project or something let me know
This is my first video game and I mostly picked Solitaire because the official Microsoft Win10 version was busted and it has fairly straightforward rules and game mechanics. I don’t know if my code is good or sucks, I haven’t really done much in the way of Object-Oriented programming but I’m totally open to criticism like how to make my code better, how to do things more efficiently, etc.
Well, when you’re a n00b to gamedev like I am it takes a bit longer to figure out what you’re doing
I’ve been refactoring and commenting as I go but idk if I would consider it “neat” quite yet…but feel free to peruse the code and leave feedback. If my code is shit somewhere, please call me out on it so I can improve. That being said, my first priority is getting everything working the way I want it to, then optimizing, refactoring, and commenting once I know that I’m not going to re-write the code again, LOL. I am considering merging the Slot and Stack classes to simplify the code a bit.
I am trying to release a simple card engine with my MonoGame.Ruge project. I have ideas about making commercial multi-player card game so you can play hearts or go fish or w/e with your friends, so I’m trying to create a engine that would take care of generic card game GUI stuff that frankly is a pain in the ass to implement, that way I can mostly just focus on the gameplay rules.
Well, I finally have what seems to be a bug-free version of my game.
Unfortunately I’m a bit sleep-deprived and apparently screwed something up with my github repo so my commit didn’t merge properly and and now the source code is in a broken state but I’ll try to fix it after I get some sleep.
Something broke when I committed my files and it merged with an older build instead of saving the latest, and unfortunately I updated my local repo from the broken merged version and all I could roll back to was the previous day’s build. So it was a bit of a mess. But actually I got everything sorted out today. Moral of the story is if I do a ton of work locally I’m going to rar up a backup of my source folder before committing to github.
Anyway it should be fine now; if you want to play with the source go for it
Neato… And not to be an ass, but would you happen to have a zip or rar download? Im so tired from work, I cant figure out github or code at this moment… Otherwise its cool, I’ll just check it out when I respawn
I was feeling kinda weird yesterday going on 3 hours of sleep, but I got some good sleep and am a bit more alert. So I just set the itch page to be paid-optional so you can download the binaries for free.
I’m currently making a card game myself, so it will be really helpful to see how you implemented the Stacks, the Drag&Drop (which you apparently called “DragonDrop”, pretty funny if you think about it) and the animations.
It’s no problem if I use some of the code, right?
EDIT: Btw, I saw that someone suggested that you implement a compression system for your card stacks if they get too large (to prevent going off-screen). If you don’t have one already, I thought off a solution for this because I need it myself:
Have a MaxOffset Property (so that the cards are still stacked normally before it gets too big)
I already implemented a Crunch solution with my engine. I’m working on documentation, tutorial, etc. I’m probably going to turn it into a Udemy course since it’s costing me money out of pocket to do all this stuff, and I need to recoup some of my investment somehow.
@SoundGoddess The prototype game video you showed, is it still the same game, but just laid out differently?
Also thanks for sharing the source code - love to see how you did the drag and drop stuff - I’m looking at doing a rpg type game and need to implement this sort of thing to drag items from inventory to a stash etc.
Can’t wait for your tutorials, let us all know when / where they are available.
Yeah that prototype is a solitaire-style game but I’ve decided my next game will be based on the Rummikub concept since I’m wroking on multi-player stuff now. I went ahead and released my code to public domain. I started working on updating my dragon drop stuff to work with touch screen as well but it isn’t finished yet.