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* Add Tracks to the automake makefile's "install" target.Simon Tatham2015-03-25
| | | | | | | | Each game's .R file should append the binary to $(GAMES) in both the 'am' and 'gtk' makefiles, but presumably due to copy-and-paste from an out-of-date version, tracks.R only did 'gtk'. Also clarified CHECKLST.txt in the hope that I won't miss that again.
* Script to autogenerate pieces of the web page.Simon Tatham2015-01-13
| | | | | | This should simplify the process of adding a new puzzle, by automating the part where I have to manually edit index.html separately from the main build step.
* Update the new-puzzle checklist for git.Simon Tatham2015-01-12
| | | | | Replace references to svn:ignore and 'svn add' with the git equivalents.
* Rename wingames.lst to gamedesc.txt, and add a couple of extra fieldsSimon Tatham2013-06-08
| | | | | | | | | to it giving each game's "internal" name (as seen in the source file, .R etc) and also a brief description of the game. The idea of the latter is that it should be usable as a comment field in .desktop files and similar. [originally from svn r9858]
* Introduce a mechanism in this source tree for building the containerSimon Tatham2013-03-30
| | | | | | | | | | | | | | | | | | | | web pages for the Java applets. Previously, those have all been maintained by hand in my website's svn area, which is a bit silly. Now we have a file per puzzle in the 'html' subdirectory which contains the puzzle's name, one or two attributes, and the instructions snippet to go below the puzzle applet; and then there's a Perl script that builds all the real web pages out of that by adding in the parts common across all files: the header, footer, and middle fragment with the <applet> tag and resizing bits and pieces. One piece _not_ checked in here is the footer text specific to my hosting at chiark, which I think does still belong in the www area. So Buildscr doesn't actually build the web pages; it just delivers the bits and pieces by which my nightly snapshot script will be able to run the program that _does_ build them, passing that footer as an extra argument. [originally from svn r9780]
* Updates to the new-puzzle checklist, since the world has moved on.Simon Tatham2010-02-15
| | | | [originally from svn r8865]
* Build the Java versions of the puzzles automatically as part of theSimon Tatham2008-06-27
| | | | | | | build process. Also update the new-puzzle checklist to make sure I set up and test the Java applet for any new game I add. [originally from svn r8096]
* Another thing to watch out for when adding new puzzles.Simon Tatham2007-02-27
| | | | [originally from svn r7340]
* Update the checklist (yet again) to try to prevent a recurrence ofSimon Tatham2007-02-25
| | | | | | | the error I corrected in r7328. [originally from svn r7329] [r7328 == b1679913f68675806f88f4682423c99f14a47b02]
* More updates to the new-puzzle checklist.Simon Tatham2007-02-25
| | | | [originally from svn r7327]
* Update the new-puzzle checklist for the post-bob world.Simon Tatham2007-02-22
| | | | [originally from svn r7307]
* First time I've added a new puzzle since the icons-and-screenshotsSimon Tatham2007-01-13
| | | | | | upheaval. Modify the checklist accordingly. [originally from svn r7103]
* New mechanism for automatic generation of the puzzle screenshots onSimon Tatham2006-12-26
| | | | | | | | | | | | | | | | | | | the web, which I hope will also end up being extended to generate both Windows and X icons for each individual puzzle. The mechanism is: for each puzzle there's a save file in the `icons' subdirectory showing a game state which I think is a decent illustration of the puzzle, and then there's a nasty set of scripts which runs each puzzle binary, loads that save file, grabs a screenshot using xwd, and munges it into shape. In order to support this I've added two new options (--redo and --windowid) to all the GTK puzzles, which I don't expect ever to be used outside the icons makefile. I've also added two more options (--load and --id) which force a GTK puzzle to treat its command-line option as a save file or as a game ID respectively (the previous behaviour was always to guess, and sometimes it guessed wrong). [originally from svn r7014]
* Always something. Mention `svn add'ing the .R file in the new-puzzleSimon Tatham2006-08-05
| | | | | | | checklist, and mention the now-not-version-controlled list.c in svn:ignore. [originally from svn r6782]
* I'm sick of repeatedly adding and removing local changes to RecipeSimon Tatham2006-08-05
| | | | | | | | | | | | | | | | | | | | | | when testing a new game, so here's a new architecture for the Recipe file. mkfiles.pl now supports several new features: - an `!include' directive, which accepts wildcards - += to append to an existing object group definition - the ability to divert output to an arbitrary file. So now each puzzle has a `.R' file containing a fragment of Recipe code describing that puzzle, and the central Recipe does `!include *.R' to construct the Makefiles. That way, I can keep as many experimental half-finished puzzles lying around my working directory as I like, and I won't have to keep reverting Recipe when I check in any other changes. As part of this change, list.c is no longer a version-controlled file; it's now constructed by mkfiles.pl, so that it too can take advantage of this mechanism. [originally from svn r6781]
* New puzzle: `Loopy', an implementation of Nikoli's `Slither Link' orSimon Tatham2005-08-24
| | | | | | `Loop the Loop' puzzle. Contributed by Mike Pinna. [originally from svn r6211]
* Substantial infrastructure upheaval. I've separated the drawing APISimon Tatham2005-08-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
* Just noticed another thing that could easily catch me out whenSimon Tatham2005-08-15
| | | | | | adding a new puzzle. [originally from svn r6189]
* I keep forgetting to do things when adding a new puzzle, so here's aSimon Tatham2005-07-17
checklist. [originally from svn r6103]