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The Lounge What is on Your Mind? TRACKER for current tasks, backlogs and new thoughts for forum's development work. Post 303028022 by Neo on Sunday 30th of December 2018 01:17:23 AM
Old 12-30-2018
Quote:
Originally Posted by RavinderSingh13
Pending tasks:

1- Review Badge system in forums with different users, F.As, MODs.(I will be working on it as of now, anyone who is interested could join this task too).


New thoughts on new Badge system: We could cover these in Phase-II of Badge system in forums if possible.

1- System generated badges are ready, now if all experts OK to have user related badges eg--> a MOD could award a badge for good answer to any user/OP/F.A similarly a F.A could award a BADGE to any OP/other F.As etc, then 1 more category could be OP/normal user(not a MOD and not a F.A) for any good answer or appreciation.

....
Hey Ravinder, Thanks.

According to the current jQuery code, I have created the prototype logic for 24 our of 48 badges in the grid (half of them in a single day, not bad heh?).

See this jQuery file for detailed.

https://www.unix.com/scripts/js/badge.js?v=21

Also, there is crude mouse over titles (assigned in the jQuery file above) for each of the 24 (we can change the exact titles later of course, during the "refinement" phase).

My question to you and for your action:
  1. Should we change the current 6 x 8 grid to a 5 by 7 grid?
  2. If so, please pick 13 badges which are not yet allocated to "logic" which can be removed.

The reason I ask is that the 6 x 8 grid is a bit small on mobile, and 5 x 7 might look better, which means we would to assign "badge logic" to 35 (total) minus 24 (protos done) equals 11. I am OK with 48 or 35, my thought on 35 is only that it may better on my iPhone, I think. I'm OK with 48, but we can add them later in some future space and time.

Regarding "popups and notifiers" that is something we can look at later, but if we do implement notifiers, we will add a switch to make sure the member who do not like "award notifiers" (or notifiers and alerts in general), can turn them off and on easily. This is a simple switch, which I can add on the browser side in JS, so it's easy to do. (Actually, it is all easy, when we have great ideas and time to do it).
This User Gave Thanks to Neo For This Post:
 

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XBomb(6)							   Games Manual 							  XBomb(6)

NAME
xbomb - a version of the popular minesweeper program with some novel features. SYNOPSIS
xbomb [-hexagon|-square|-triangle] [-1|-2|-3] [-hiscore] OPTIONS
-hiscore command line option displays the current hi-score table without starting the game. -hexagon | -square | -triangle Selects the type of grid to use when starting the game. -1 | -2 | -3 Selects the level to use when starting the game. The standard X window options also apply to this program. DESCRIPTION
A game of logical deduction against the clock. The purpose of the game is to find the location of the hidden bombs in a grid. Each of the locations in the grid is initially covered, by uncovering a locations, a number or a bomb will be revealed underneath. If a bomb is revealed then the game is finished. A number indicates the number of adjacent locations that contain bombs. Locations that have not been uncovered but are thought to contain bombs can be marked as such so that they can be identified. There is a choice of hexagonal, square or triangular units that make up the grid, the level of difficulty increasing as the number of sides decreases. In all cases the grids are of the same size and contain the same number of bombs for the same levels. There are three levels to the game: Easy 8 by 8 grid with 10 bombs. Medium 16 by 16 grid with 40 bombs. Difficult 30 by 16 grid with 99 bombs. A high score table is maintained for each of the levels for each of the grid types, storing the username, the time to complete the puzzle and the date that it was finished. MOUSE OPERATION
The game is played with the mouse, with all three buttons having different actions. Left Button Uncover the current location if it is hidden or uncover all surrounding locations marked as not containing bombs if the square is already uncovered. The first selection made in a game is always a 'safe' square. Middle Button Uncover all surrounding locations that are not marked as containing a bomb. Right Button Mark the current grid location as having a hidden bomb (toggle). KEYSTROKES
There are a number of keystroke shortcuts for the game: 1 2 3 Select level 1, 2 or 3 for the next game. s Start a new game. q Quit the program. h Print the high-scores. H or Control-H Use the grid of hexagons for the next game. S or Control-S Use the grid of squares for the next game. T or Control-T Use the grid of triangles for the next game. X RESOURCES The name of the class used is XBomb, the widget hierarchy used is (Widget-Class:name): XBomb Form:form Command:start MenuButton:menu SimpleMenu:levelmenushell smeBSBObject:Easy smeBSBObject:Medium smeBSBObject:Difficult MenuButton:menu SimpleMenu:typemenushell smeBSBObject:Hexagon smeBSBObject:Square smeBSBObject:Triangle Command:hiscore Command:quit Core:grid Command:clock Command:uxb The extra resources that are available for the grid are: grid.bomb The colour of the bombs - default black. grid.bombreal The colour of the real bombs - default red. grid.bombmark The colour of the bombs that are marked by the user - default orange. grid.number The colour of the number '1' when drawn in the grid - default navy blue. grid.number2 The colour of the number '2' when drawn in the grid - default dark green. grid.number3 The colour of the number '3' when drawn in the grid - default dark red. The other numbers up to 12 also have their own resources. grid.hidden The colour of the hidden squares - default grey50. grid.correct The colour of the squares that were correctly guessed - default green grid.font The font that is used for the number in the grid - default lucidasans-24 BUGS
None known. AUTHOR
Andrew M. Bishop. January 5, 2008 XBomb(6)
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