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Recent changes:
picmi 1.3.1: added undo functionality to picross
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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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Awesome. I love picross.
But why aren't you bumping the pkgrel?
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I'm still changing lots of stuff, constantly removing and adding source files. I'd be up to pkgrel 30 by now
Once this stabilizes a bit I'll probably start with point releases.
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First pkgrel bump, new screenshot in the original post (Version 3)
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? )
Next on my todo list is puzzle parsing from icons (.png) and .xbm files.
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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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Pretty cool but why can't I exit half way through the game? It doesn't even respond to SIGTERM or SIGKILL.
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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 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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If you want any ideas how to do the UI, have a look at the Picross game for the DS.
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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
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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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
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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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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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
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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
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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
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
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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....
Allan-Volunteer on the (topic being discussed) mailn lists. You never get the people who matters attention on the forums.
jasonwryan-Installing Arch is a measure of your literacy. Maintaining Arch is a measure of your diligence. Contributing to Arch is a measure of your competence.
Griemak-Bleeding edge, not bleeding flat. Edge denotes falls will occur from time to time. Bring your own parachute.
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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..
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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
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wow, 3D minesweeper sounds awesome! If you implement that I'm gonna download this right away!
Oh, and if that's not enough of a challenge, make a 4D one xD That, would be mind-boggling!
Last edited by hatten (2010-04-03 17:03:41)
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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
Last edited by schuay (2010-04-03 17:34:05)
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Haha I'd prefer a 2d wow client..
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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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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'
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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.
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