Monday, November 26, 2018

Escape a Tower Version 2.5.1 - Quality of Life Adjustments


Based on user testing over the Thanksgiving break, I've identified a few issues with the recent Escape a Tower update. As such, here's version 2.5.1 with the following adjustments.

Spoiler Alert: This blog post contains spoilers about Escape a Tower's post game content. There are no storyline spoilers.

Saturday, November 17, 2018

Escape a Tower Version 2.5 - Improving the Post Game


Here it is - the biggest update to Escape a Tower since the conversion to Web.

Nearly every Escape a Tower update since 2014 focused on bug fixes. While version 2.5 has its share of fixes, it also offers a slew of new gameplay features, with an emphasis on the post game.

Spoiler Alert: This blog post contains spoilers about Escape a Tower's post game content. There are no storyline spoilers.

Thursday, October 25, 2018

Escape a Tower GitHub Repo (and version 2.4.3)


Now that I got the hang of GitHub with Bingo Master Board, I'm migrating my older projects to their own repos. I begin with Escape a Tower, as I recently got the urge to work on it.

This means:
  • You can view development commits. Previously, any update I upload would become live on the Web. Now I can commit changes without making it live. This helps me recover my code if anything happens, and you get to see my work in progress!
  • You can watch the project. If you have a GitHub account, you can watch Escape a Tower to receive emails whenever I release new updates.
  • You can star the project. If you really like the game, you now have the ability to star it on GitHub.
  • You can more easily report game issues on GitHub with the Issues page.

To get things started, I posted Escape a Tower version 2.4.3. This minor update:
  • Corrects grammatical errors
  • Updates links to Games by Tim
  • Removes deprecated appcache

As mentioned in the GitHub Releases page, a more substantial update (version 2.5) is coming soon. Keep an eye for commits in the Develop branch!

Tuesday, October 9, 2018

So Many Numbers: The Layout Update

So Many Numbers is at it again!

This time, I rewrote the game layout. Why, you ask? I'll let the screenshots speak for themselves.

Before/After (Click to enlarge)






In addition:
  • Fixed bug that counted blank inputs as 0
  • Fixed text display issues with Microsoft Edge
  • Fixed bug that generated 30-30 more often than it should

Have fun with the improved layout and fewer bugs!

Saturday, September 29, 2018

So Many Numbers: The Mobile Update

So Many Numbers! has a new update. If you primarily play the game on your smartphone, this one's for you.

  • The game now uses a numeric keypad. This gives your fingers more headroom to zip through those numbers!


  • UI adjustments - You should see less things overlapping or cut off when playing on smaller devices like the iPhone SE.

Keep at it with those numbers! Smartphone users, I look forward to your improved times.

Thursday, September 20, 2018

So Many Numbers! - Speedy Math Game

If your game loads a blank screen, click here for more info/the fix.



Released: July 20, 2018
Updated: January 14, 2020

Description

Your goal in So Many Numbers is to solve 30 math problems as fast as you can. You can fine-tune the game to a chosen difficulty (simple or standard) and set of operators (+, −, ×, and ÷).

So Many Numbers is designed for those of all ages. It helps children and adults sharpen their mental math skills and offers a competitive challenge for enthusiasts alike!

So Many Numbers started as a week-long hackathon project at Make School. Ashley Caswell and I developed the game together.

My current record (standard difficulty, all operators): 35.1 seconds

PowerPoint Macro Checker

Tired of people saying your PowerPoint game doesn't work because they didn't enable macros?

Let them know in the game.

Attached is a step-by-step tutorial on how to add macro checking to your PowerPoint projects. I can confirm fewer macro-related issues on my own projects with this, so I hope it helps you too.

The guide should be straight-forward, but let me know if you have any questions.