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2008
Jul
29

Resuming Interrupted Bingo Games

Categories: Bingo Game Server, Flash Bingo Games

I have wrapped up finishing the codes to support proper resuming of interrupted games in all the bingo games. This means that if a player gets disconnected in the middle of a game for whatever reason, if he comes back before the game is over, he would be able to play from where he left off.

This is more important for Spin Bingo. It would be very frustrating if the player is on his last spin, gets disconnected, then finds out he needs to start over if the set-up doesn’t support resuming of games. I initially thought this may require an overall design change in the server, but thankfully only some clean-ups have been required.

I’ve also fixed a glitch in the 75-ball and 90-ball bingo games, since these games were previously not properly pre-dabbing the cards in some instances upon the initial resume of disconnected games.

The spinner animation in Spin Bingo has also been improved so that in cases of slow internet connection, the animation is not prolonged than necessary. Changing of dabs has also been fixed.

There has also been a couple of changes server-side so that proper object clean-up is maintained. This is also in preparation for some objects to support pooling, instead of being created/disposed a number of times.

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2008
Jul
18

Spin Bingo Other Details

Categories: Flash Bingo Games

I’ve added icon counters to the Spin Bingo game, so the player knows how many Free Squares etc are still unused. This doesn’t really affect the gameplay, but it gives more visual clues to the player about the game’s progress (e.g. to know what items still need attention before the next spin can be done). I’ve also added a game message bar, where it shows a few other game rule details (scoring etc). The game display layout is also more finalized now.

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2008
Jul
08

Spin Bingo Game Completed

Categories: Flash Bingo Games

While there are still a few display details that I need to finalize, gameplay wise the Spin Bingo game is now complete. The game will also now try to speed-up line animations when it detects that there are many in queue. This solves the problem of the player having to wait for animations to finish before they can take the next spin. Also, in cases when the timer ran out, the game will submit the real final score, even if some animations have yet to be finished due to time constraints.

I’ve also made the spinner animation more generic, moving from frame-based animation to a pure coding technique. This should make it more adaptable across different game themes, and allows for easier tweaking (e.g. in terms of frame rates). The spinner number selection (shown in the spinner animation) has also been made more accurate now.

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