>All impatient SoC student on this list can try to get it to run so they will<br>
>also become familar with checking out the source, building, troubleshooting<br>
>and so on :-)<br><br>LOL. :P<br><br>I wonder why regular players of these games didn't report any of the issues which you found!<br><br><br><div class="gmail_quote">On Sun, Mar 30, 2008 at 11:40 PM, Josef Spillner <<a href="mailto:spillner@kde.org">spillner@kde.org</a>> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Hello all,<br>
<br>
since my blog is currently offline after someone managed to find a wordpress<br>
exploit in it, I'm sending some maybe interesting updates by mail.<br>
<br>
* KReversi<br>
Savegames from the server can now be displayed in web applications. For<br>
learning purposes it might make sense to be able to load savegames from the<br>
client and replay them on a read-only board. I'm going to stress-test the<br>
game online soon, but of course it'd be much better if other, more critical,<br>
people will find bugs.<br>
All impatient SoC student on this list can try to get it to run so they will<br>
also become familar with checking out the source, building, troubleshooting<br>
and so on :-)<br>
<br>
* KBattleship<br>
The standalone server for it ('Submarine') has been mostly finished. There are<br>
some client issues with it: If the game is over and the server exits, the<br>
game starts reading from the socket like crazy instead of recognising that it<br>
was closed. It is also not really prepared for a client-server scenario and<br>
will need some protocol modifications, while still keeping the<br>
player-to-player games.<br>
The server is written in Python btw.<br>
<br>
* KSquares<br>
Savegame review was already available for web apps, but it would also be nice<br>
to have it in the client, especially since my old game KDots, which<br>
implements the same game, could do that.<br>
The multiplayer mode is now mostly complete. What is missing is some<br>
additional safety against manipulated servers by comparing which filled<br>
squares are reported by the server and which were expected by the client. But<br>
functionality-wise it's complete I'd say. The KGGZ page on techbase provides<br>
some hints on how to test it.<br>
<br>
* KFourInLines<br>
Also savegame review support for the web. Today is savegames day for me it<br>
seems. But, alas, not much more yet.<br>
<br>
Josef<br>
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</blockquote></div><br><br clear="all"><br>-- <br>Srikrishna Das<br>(krish at <a href="http://irc.freenode.net">irc.freenode.net</a>)<br>