I ripped off the Google Snake game to see if I could. Don't worry, I have bigger plans for this.
⬆️⬇️⬅️➡️ : turn
🅾️/z : retry
❎/x : ???
- added visual effects (particles, screen shake, etc.)
- scoreboard now moves so that it never hides the apple or the snake's head
- scoreboard now shows high score
- pressing ❎ in the menu now does something...
This is my crack at a checkers game with a juicy UI.
Can you beat the GrandMaster CPU?
Higher levels are still a little slow, especially in the endgame.
- actually implement the settings menu...😅
- Use a transposition table to speed up the AI. I actually already tried this, but immediately ran into memory issues. If I were to re-implement it, I would need a good algorithm for deciding which table entries to purge when the memory starts getting full.
- Restrict the cursor to only pieces that can move (when no piece is selected), and only moves that the selected piece can make (when one is). This was recommended by @ChristopherD who played the game while it was WIP. You can view my response to that below.
- MoAr PaRtIcLeS...I had planned on having a starfield or some shapes moving around in the background, as well as a bit of dust coming up around the pieces when they land after making a move. I implemented the former, but took it out because I thought it added too much visual noise. If you think it would cool to see in the game, please let me know. I have plenty of tokens left for more of this kind of juice. 👍
- Jumps are now mandatory, as per the official checkers rules
- Added sound
- Updated AI (includes 3 more levels)
- Animations are somewhat smoother
- Hotfixed a sound glitch that made the game nigh unplayable
- Improved AI speeds slightly
- Show available actions at the bottom of the screen
- Show jumped pieces on the sides
- Show opponent level while playing
- Added Pause menu
- More sound fixes
- Recognizes draw by threefold repetition
- Improved AI endgame strategy
- Added Take Back last move option in Pause menu
- AI now runs on a coroutine (i.e. game shouldn't freeze)
- Added proper title screen
- Show what move the AI is considering
- Added a few miscellaneous sounds and effects
I made this to get an idea of how to make an attractive card game in Pico-8. UI needs a lot of work, but the game is there. Might be a few edge cases that break it.
Left/Right to change action
X to select action
Double Down...Point w/one finger
Split.........Point w/two fingers
- 4 standard actions: Hit, Stand, Double Down, and Split
- Actions notated by standard hand signals
- Randomly generated card backs
- Slick card physics
- $1000 starting cash, on the house
- Only a single deck to allow you to practice counting cards!
- Face card portraits
- Set your own bet amounts
- Clearer UI
- Dealer settings (# of decks, hits on soft 17, etc.)
- Face down card appears in player's hand sometimes. Doesn't affect gameplay.
A simulation of the famous Monty Hall Problem inspired by the game show "The Price is Right."
The game goes like this:
0) 3 doors, 1 has a pile of gold coins behind it
1) You pick 1 of the 3 doors
2) Monty Hall, the show's host, opens 1 of the 2 remaining doors, revealing that it is empty
3) You are offered the chance to switch to the remaining closed door
4) All 3 doors are opened and you receive what's behind the door you ended on
What is the probability of winning if you switch?
What is the probability of winning if you stay?
Is it always better to switch or stay? A little of both?
Does it matter whether you switch or stay?
This cart allows you to run many trials while tracking the wins and losses to determine what the true probability is.
This is an example of a Monte Carlo simulation; experiments are repeated quickly over a long enough period to find the true probability of an event occurring. Obviously, Monte Carlo sims can give some pretty inaccurate results at first, but they get better over time based on the Law of Large Numbers.
Hope you enjoy, and thanks for playing!