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#1 2010-03-06 13:23:16

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

picmi - a picross and minesweeper clone

Recent changes:

picmi 1.3.1: added undo functionality to picross

-----------

Screenshots:
tuxpicross.th.jpg picmi.th.png

AUR: http://aur.archlinux.org/packages.php?ID=36179
Github: http://github.com/schuay/picmi

Enjoy!

Last edited by schuay (2011-04-01 15:53:03)

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#2 2010-03-07 17:23:05

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

Started replacing the UI - yes there's still lots of work to do smile

tuxpicross.th.jpg

By the way, I'm not bumping the pkgrel for this at all. If you want the current version, just reinstall.

Last edited by schuay (2010-03-07 17:25:33)

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#3 2010-03-07 19:10:51

pogeymanz
Member
Registered: 2008-03-11
Posts: 1,020

Re: picmi - a picross and minesweeper clone

Awesome. I love picross.

But why aren't you bumping the pkgrel?

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#4 2010-03-07 22:06:29

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

I'm still changing lots of stuff, constantly removing and adding source files. I'd be up to pkgrel 30 by now smile

Once this stabilizes a bit I'll probably start with point releases.

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#5 2010-03-09 23:08:19

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

First pkgrel bump, new screenshot in the original post (Version 3) smile

The core gameplay is pretty much done except for usability tweaks.

Recently added:
* display numbers greyed out for exposed streaks
* highlight current row/column
* thicker brush for Xed out tiles
* lots of minor things (less cpu hogging, no delay between logic and drawing, etc...)
* big internal changes
   * removed all GameBlade components
   * tried to separate backend/frontend,  coding other frontends should be fairly simple (anybody feel like doing an ncurses one? smile )

Next on my todo list is puzzle parsing from icons (.png) and .xbm files.

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#6 2010-03-10 02:39:37

pogeymanz
Member
Registered: 2008-03-11
Posts: 1,020

Re: picmi - a picross and minesweeper clone

Awesome. Loving wasting my time with this game. The greyed out numbers is really great.

What is a "gameblade" component? Was there a dependency that is no longer needed or something?

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#7 2010-03-10 03:32:25

sand_man
Member
From: Australia
Registered: 2008-06-10
Posts: 2,164

Re: picmi - a picross and minesweeper clone

Pretty cool but why can't I exit half way through the game? It doesn't even respond to SIGTERM or SIGKILL.


neutral

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#8 2010-03-10 07:35:47

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

sand_man wrote:

Pretty cool but why can't I exit half way through the game? It doesn't even respond to SIGTERM or SIGKILL.

Hi, sorry bout that. Been so busy with other parts that I haven't responded to SDL_QUIT until now, I always used ESC to exit. It's fixed in the current version.


Awesome. Loving wasting my time with this game. The greyed out numbers is really great.

What is a "gameblade" component? Was there a dependency that is no longer needed or something?

Thanks, I'm glad you like it smile GameBlade is an additional layer above SDL ( http://gameblade.sourceforge.net/ ). It had code for lots of things I don't need and did a few things differently than I would've liked, so I tossed it out.

Edit: For a challenge, try No Hints Mode. Pass -n to enable it.

Last edited by schuay (2010-03-10 16:40:12)

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#9 2010-03-10 18:45:17

simongmzlj
Member
From: Canada
Registered: 2008-11-06
Posts: 135

Re: picmi - a picross and minesweeper clone

If you want any ideas how to do the UI, have a look at the Picross game for the DS.

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#10 2010-03-11 11:10:49

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

simongmzlj wrote:

If you want any ideas how to do the UI, have a look at the Picross game for the DS.

Hi, yeah that's actually where I've been copying from so far smile

If you're talking about the main game area, they have pleasing and easy to read colors / fonts and some nice unobtrusive animations. I'm planning on improving that aspect of tuxpicross but not with top priority.

At the moment I don't think I will implement the rest of the GUI (things like new game, high score lists, choosing/generating puzzles) in SDL. These parts will probably go into a separate Launcher app which launches tuxpicross with appropriate arguments.

My preferred solution would be embedding the SDL window into a Qt app but I haven't found a way to do that yet. I'm open for all ideas / contributions!

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#11 2010-03-13 23:08:42

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

Yet another update.

Implemented drag operation locking, puzzles with any size, and finally some basic conversion/loading of png files as puzzles.

Current feature list:

* basic picross gameplay
* no hints mode: do not automatically prevent incorrect tile hits - the player must solve the
  puzzle correctly without hints. there is no penalty time in this mode.
* randomly generated puzzles arbitraty size and difficulty
* display which streaks are solved by greying out numbers
* drag locking: during a drag, movement is locked either to the row or
  column to prevent undesired movement
* drag operation locking: during a right mouse button drag, either all
  affected tiles are cleared OR marked, not both
* conversion of png images into format suitable for picross (use your system icons as
  picross boards!)
* puzzle loading from black and white png files

To convert an icon folder and load a random puzzle:

tuxpicross -c ICONFOLDER
tuxpicross -t ~/.config/tuxpicross

Unfortunately, most icons don't seem to work too well as picross puzzles (either too easy or impossible)..
I still prefer randomly generated boards.

Any wishes/suggestions/complaints? I'm still motivated, so now is the time to get your feature implemented smile

I'd also like to ship a default puzzle set if anybody would generate some and weed out the bad ones.

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#12 2010-04-02 22:21:14

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

A sneak peek at the next version:

tuxpicross.th.jpg

The logical next step for tuxpicross - minesweeper.

Also includes a major code revamp and a redesign of the qt frontend.

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#13 2010-04-03 02:17:25

pogeymanz
Member
Registered: 2008-03-11
Posts: 1,020

Re: picmi - a picross and minesweeper clone

Oh. That will be awesome.

Feature Request: Make sure that if I click both mouse buttons on a numbered tile, it will clear all unmarked tiles around it if there are enough marked tiles around it. Basically I'm asking for feature parity with the MS version.

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#14 2010-04-03 09:05:24

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

pogeymanz wrote:

Oh. That will be awesome.

Feature Request: Make sure that if I click both mouse buttons on a numbered tile, it will clear all unmarked tiles around it if there are enough marked tiles around it. Basically I'm asking for feature parity with the MS version.

Yep that feature is mandatory for minesweeper, I know.
I implemented it yesterday, afterwards I was too busy playing to get any more work done smile

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#15 2010-04-03 09:12:55

barzam
Member
From: Sweden
Registered: 2009-01-27
Posts: 277

Re: picmi - a picross and minesweeper clone

I'll check out this game one of these days, as I really love DS picross.

Btw did you try the 3d picross on the DS yet schuay? Maybe a future project smile

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#16 2010-04-03 09:42:07

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

barzam wrote:

I'll check out this game one of these days, as I really love DS picross.

Btw did you try the 3d picross on the DS yet schuay? Maybe a future project smile

No I haven't heard of it until now, thanks for pointing that out!
Looks nice, even though I usually prefer the classic 2d versions of these kinds of games most of the time smile

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#17 2010-04-03 14:40:03

ngoonee
Forum Fellow
From: Between Thailand and Singapore
Registered: 2009-03-17
Posts: 7,356

Re: picmi - a picross and minesweeper clone

3D picross is a mind boggler. Friend of mine brought his DS over, it looked really complicated. I can't even complete the 'big' 30x30 normal picross puzzles, doubt I'm ready for 3D....


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#18 2010-04-03 14:54:28

barzam
Member
From: Sweden
Registered: 2009-01-27
Posts: 277

Re: picmi - a picross and minesweeper clone

It is actually pretty hard, and I so far only played the first levels. I can't imagine the later stages with 30*30*30 sized grids.. smile

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#19 2010-04-03 16:44:08

xenofungus
Member
From: Spain
Registered: 2009-10-17
Posts: 63

Re: picmi - a picross and minesweeper clone

It's not that hard, it's just a bunch of normal 30x30x1 picrosss stacked together. The problem with 3d picross is the interface (rotating the 'cube' and selecting individual slices). IMHO it adds more tedium than difficulty.

If you want to add more games, wikipedia has a logic puzzles category with lots games that look very simple to program, like kuromasu or futoshiki.

http://en.wikipedia.org/wiki/Category:Logic_puzzles

This link has some more games

http://en.wikipedia.org/wiki/List_of_Ni … zzle_types

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#20 2010-04-03 17:02:49

hatten
Arch Linux f@h Team Member
From: Sweden, Borlange
Registered: 2009-02-23
Posts: 736

Re: picmi - a picross and minesweeper clone

wow, 3D minesweeper sounds awesome! If you implement that I'm gonna download this right away! big_smile

Oh, and if that's not enough of a challenge, make a 4D one xD That, would be mind-boggling! big_smile

Last edited by hatten (2010-04-03 17:03:41)

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#21 2010-04-03 17:06:17

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

Next project: 5D Pong.

If you want to add more games, wikipedia has a logic puzzles category with lots games that look very simple to program, like kuromasu or futoshiki.

http://en.wikipedia.org/wiki/Category:Logic_puzzles

This link has some more games

http://en.wikipedia.org/wiki/List_of_Ni … zzle_types

Never heard of any of these but they look interesting.. I'll keep those in mind for my retirement wink

Last edited by schuay (2010-04-03 17:34:05)

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#22 2010-04-03 17:24:07

barzam
Member
From: Sweden
Registered: 2009-01-27
Posts: 277

Re: picmi - a picross and minesweeper clone

Haha I'd prefer a 2d wow client..

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#23 2010-04-03 19:57:06

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

1.1.1 is now available.

New stuff in 1.1.0:
* Minesweeper
* Rewrote / restructured large parts of the code
* Settings moved to separate form
* Various minor changes / fixes

New stuff in 1.1.1:
* Fixed missing icon
* Automatically expose an initial area in minesweeper

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#24 2010-04-10 14:57:08

schuay
Package Maintainer (PM)
From: Austria
Registered: 2008-08-19
Posts: 564

Re: picmi - a picross and minesweeper clone

1.1.4 is now available.

picmi-1.1.2   
    * fixes and tweaks
    * preliminary work on statistics (highscores and more)

picmi-1.1.3   
    * display aggregated stats on game end
    * changed default picross background
    * changed mine icon

picmi-1.1.4
    * more tweaks game over screen
    * moved all sdl objects to smart pointers
    * other minor fixes / changs

Sorry for the frequent updates..
I keep thinking of new things to add after each 'git tag -a' smile

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#25 2010-04-10 20:27:21

pogeymanz
Member
Registered: 2008-03-11
Posts: 1,020

Re: picmi - a picross and minesweeper clone

Great work. Keeps making me do less and less work. I have to admit, one thing Linux was missing for me for all these years was a good minesweeper game. And now you've provided that and more. big_smile

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