In August and then again in September of 2016, I had purchased Bejeweled Classic, but when I download the game, it's the ads version, not the paid version. I have a samsung s22 ultra. When I try to restore on my samsung s22 ultra, the app says "Restore Failed".
No. Went through another ticket/chat support cycle but it didn't work out. Decided for all the hassle, I'd rather just buy the unlock again than keep sinking time into it. Good game, worth a couple more dollars.
Freegemas is an open source version of the well known Bejeweled, built in C++ using SDL2 - GitHub - JoseTomasTocino/freegemas: Freegemas is an open source version of the well known Bejeweled, built...
There is indeed a problem with the cmake config files that ship now with the latest release for SDL2-ttf, I re-checked and removing them from the package fixes the issue, probably going to do that today, up on where the real problem is fixed.
Someone already looked at fixing the config files but no solution yet.
The Android version of Bejeweled 2 is a port of Bejeweled 2 to the Android operating system. It was distributed by PopCap Games and Electronic Arts, and was released on February 19, 2011. The port is similar to that of the iOS version.
The Android version of Bejeweled 2 contains 3 game modes: Classic, Action, Endless. As well as said game modes, the Android version of Bejeweled 2 features significant changes from the original game, most similar to the iOS release of the game.
The purpose of this game is very simple, to eliminate as many gems as possible in limited times in order to proceed to the next stage with the best score possible. The easiest way to eliminate the gems is to find or create 3 SAME gems in a row, vertically or horizontally. For Bejeweled and Bejeweled 2 (latest version of Bejeweled for PC), the fastest and higher your scored the longer your time limit for each stage are. However, for Bejeweled Blitz, you will only be given a one-minute time limit to score as many as you can.
I have been playing bejeweled blitz for a couple of hour today but not one point was added to my weekly total, why? I know im not always the fastest because of age but it is annoying when I know I have done well but have had no credit for it.
Bejeweled has been called the "Gone With The Wind" of games. It has been played by more than 500 million people around the world, and consumed an estimated 10 billion hours of play since 2000, according to PopCap, its maker.
We asked PopCap to give us all the earliest photos they had from the birth of Bejeweled. The archive includes images of the founders from when they were unknown teenage game nerds, forgotten black-and-white versions of Bejeweled for the Palm Pilot, and a picture of Snackers the cat, who makes Easter egg a appearances in most versions of the game.
"We didn't have much of a business plan, so we didn't think too much about it. We didn't get venture capital or investments. There was no real financing. We had some savings. It was just the three of us working out of our apartments," Kapalka says.
"It had the same basic rules as Bejeweled, with matching three shapes, but there was no sound. You had to refresh your screen after every swap. It just a bunch of colored squares. I don't even think it had scoring. It didn't have instructions or credits."
"Brian started writing a more sophisticated version of Colors in Java, to put explosions in it. ... one problem was that they were squares, it was hard to distinguish them. I was trying to figure out what shapes we could use instead," Kapalka says.
Microsoft wanted to use the name 'Bejeweled.' "At first I didn't like it. It seemed like a really lame effort to be topical and sound like the movie ['Bedazzled' starring Liz Hurley, below], and it would be dead in two months." Kapalka now admits, "It's more evocative than Diamond Mine."
PopCap offered to sell the game to Microsoft: "They wouldn't buy it outright. We would have sold it for sure, for $50,000 or less." But Microsoft wasn't interested, Kapalka says. "This was them being cheap."
A friend suggested selling a full, downloadable version for $20 per user. It sounds crazy in hindsight, but most users were on telephone modems. Maybe they wanted bigger graphics. Maybe they didn't want to interrupt their games every time the phone rang.
In fact, hundreds of people were willing to pay $20 for uninterrupted games of Bejeweled, and the ka-ching! program rang frequently. "We had to turn it off because it became more and more noisy. It made thousands, which was quite a bit for three guys in a basement."
"The amount of money you got paid for it was really small, it was cents per app. You had to go through multiple layers of bureaucracy. Jamdat, the carriers, they could charge whatever they liked, upwards of 70% from a user. It was good exposure but it took a while before it would add up to significant amounts of money."
"We went from paying up to 90% of our fees to the middle men [in order to get placement on a phone], to Apple's App Store cut, which is just 30%. And it was drastically easier for people to find and download games," Kapalka says.
"It was a lot of money. But PopCap was doing well enough that financially I was OK. ... It didn't change my lifestyle much. I made some donations to some charities and my old university, and stuff like that. There were some people at PopCap who got a fairly large check. If you get a check for a million when you're making $60,000 or $80,000 it's a large change."
Rather than starting from scratch I started to take a look around to see if somebody had already done it and came across Bombevo which executes the concept very well in a fun game where you fight an alien space ship.
This game was made for Ludum Dare and you can download the original source code for Bombevo here. The code is quite complex though and in some parts unfinished so I wanted to create my own version based on Bombevo that takes it all back to its simplest form.
Although quite a few parts are different in this tutorial when compared to Bombevo, it is still heavily based on it (especially the match finding algorithm and tile resetting) so a big thanks to the creator harsanalif. The end result of our version of the game will look like this:
As is usually the case with my Phaser tutorials, I will be building this game on top of my basic Phaser game template. This is a skeleton application with some default states and structure set up that I use to start just about all of my Phaser games. If you want to follow along with the tutorial, you can download the template by entering your email address below:
This is clearly a good structure to use for our grid since it basically mimics exactly how the actual grid will look (especially when we format it over several lines like that). An important distinciton to make before we jump into it though is that this is only a representation of the state of the game, what we actually see on screen will just be achieved by placing sprites at certain coordinates (which we will work out using this grid).
Most of the code above should be pretty self explanatory with the comments. One of the important concepts here is the active tiles, which we use activeTile1 and activeTile2 to keep track of. This forms the basis of how we know when to switch two tiles, later on in the code we will keep track of where a user clicks (which will be the first active tile) and then where the user drags to (which will be the second active tile). When we have two active tiles we will switch their positiojs.
Another important part of the code above is the tileGrid. As I mentioned before, this is what we will use to store a representation of the state of the game (i.e. where all the tiles currently are). The example above will create a 6 x 6 game grid, but you can easily add extra elements or arrays to create whatever grid shape you like, e.g. you could just as easily do this:
The tileDown function will set the first active tile and keep track of where the click started (so that we can compare it to where the user is hovering later to work out if a tile swap should be triggered).
We work out where the user is currently hovering, we then translate that into a position on the grid (so if the user is hovering a x: 375, y:200 in the game, that might convert to a position of tileGrid[1][3]). If the difY or difX values are 1 then we know the user has moved over 1 tile space, in which case we trigger the tile swapping process.
This function loops through all of the matches returned from the previous function and removes them both from the grid and from the screen. The problem we have though is that we only have a reference to the tile, which is a sprite, but we need its position in the grid so that we can remove it from the grid. To do that, we create another function called getTilePos which will search for that specific tile in the grid and then return the x and y coordinates of where it lives in the grid.
With this function we look at each column of tiles one by one, and then we look at each specific tile within that column. If we find a spot that is blank, but the spot above it is not then we move the tile above down one space. If this happens then we do a little trick with the for loop by resetting the counter (j) back to the beginning again. Since the positions have changed we need to start from the beginning again. Imagine if you had a tile with three blank spaces below it, this code would need to restart two times since when we check the bottom blank space the first time there will be nothing above it to move down, but when we check it on the second reset it will have a tile above it because the tile keeps getting moved down into the empty spots below.
That was a pretty complex game, but it makes sense if you step through it slowly and try to figure out what each function is doing. Now that you have the basic mechanic for the game, you could extend this to make it more fun and interesting. A few things to try might be:
03c5feb9e7