Probably not, because porting C++ code to a phone is a bit hard actually, but my main reasoning is I have absolutely zero experience with android development. And I don't think something like this could be made without coding knowledge (The interaction between cells and how this game recurses is kinda hard to make in things like gamemaker I think?) I learned to code in C++ via self-studying (Crunched through C++ prime plus which is a thousand pages long lolololol), which is absolutely mentally draining if you don't have an interest in programming.
why is level 14 the 4th dimension breaker in this game and why does it have to be so hard hard as in theres too much to comprehend happening there level 14 is basically 'when you mess with timelines too much, you explode'
i despise this game my hatred for this game goes so deep that i would drag my balls through a football field of broken glass and rusty needles just for it to be erased off the internet, i made an account on itchio just to post this comment
Maybe one day I'll port this to webassembly so it can work on every device ever. Honestly I just gave up on getting any C++ code to compile on mac at all, sorry about this.
Well, I have no idea how to fix this, because I don't have a mac, somebody else helped me with compiling this on MacOS. If you can code, can you delete the line that adds icon in main.cpp, and try to compile it?
The link to download source code isn't working nvm, it's just one of Chrome's "funky feature" to hide the file's actual size.
Alright, I'm seeing some missing dependencies, is there anything wrong with it? Now I see why README.md is important (I've made some games using Python while only knowing the basics of C++ so I'm glad I could understand a bit of your code).
Ok, I'm giving up now. I've spent hours trying to figure things out with dependencies but when those are done I get a bunch of undefined terms (not to mention the undefined ones in other cpp files). Can you get in touch with the one who compiled this for macOS for you and ask them again?
Well, I hope you don't try to understand the code of this project because it's an absolute mess and even I forgot how some of it works. Also, github's download source function doesn't report the size of the file while most of the sites does, so that's probably why it looks weird on chrome.
Huh, this is so weird since other textures has been loaded successfully, and it looks like the file can't be opened instead of can't be converted to a texture file. Can you copy the loading.png from the old version into it, to see if it was corrupted, or if it's there at all? or replace with any other images to see if it will run?
It requires OpenGL 3.3 (a standard from 2010) and the ability to load 4k textures (shouldn't be a problem, iPhone 4 could do this). What's your operating system? If it's windows, could you give the newly uploaded file a try? It only requires OpenGL 2.1(2006).
This was pretty cool! I do wish that the "zoom in then back out to access a new part of the level" was explained a bit better; I feel like I just found the mechanic by accident. But yeah, even just the first recursive level blew my mind at first; I spent quite some time zooming in and out.
Also, it'd be nice if the first click was always a 0-tile, like what a lot of normal Minesweeper games do, just so it's always possible to guarantee your next click won't be a mine.
Progress should be saved everytime you complete a level, but not the progress of the level itself. If the unlocked levels are locked again, it might be a bug. What OS are you using?
Did you put the game in program files folder or something? The game might have no permission to create a save file if it's in there, windows 10 is janky like that
i imagined up something like this before but never thought to make it a game myself. i think it was executed really well.
i beat it in one sitting, i was absolutely obsessed. the last few levels were difficult just because it was hard to "count" where the other flagged mines were. but otherwise it was still doable, and i love how the later levels challenged your notion of which number to "trust" regarding the (not spoiling it) mechanic you introduced ahead, the colors you gave that mechanic were so telling that its really funny how ubiquitous those two colors are now for introducing a game mechanic with no words.
I don't really know why, but I just decided to make an infuriating level, at least to my friend lol. Also, I like how simple the .toml files are set up, it is really easy to add new levels, modify the main menu, and add more levels to the level selections screen.
Ah, the difference is hardly noticeable at my screen's resolution.
I must say I'm not a fan of clones. While figuring out the layout of a level is fun, actually solving them is tedious and frustrating. Spending 20 minutes zooming in and out trying to count all of the adjacent mines only to discover that there is not enough information to proceed without guessing is not fun. And that's even if you get to this point — not having all of the adjacent cells visible at the same time makes making a mistake while counting much likelier.
The ones like 13 and 15 where you can see the entirety of the level are not that bad, but 14 and 16 are the absolute hell.
You should consider making the game generate levels guaranteed to be solvable, like e.g. Simon Tatham's version or 14 Minesweeper Variants do. That would let you avoid hand placing safe zones and lowering down mine counts. SGT's version is MIT licensed and the algorithm should not be hard to adapt as your version doesn't alter minesweeper's rules.
Another feature I would love to see lifted is putting the "chord" action on left click. Left clicking opened cell doesn't do anything anyway. 14 Minesweeper Variants in addition makes it perform the complement action: when there are only as many unmarked cells as there are unmarked mines, it marks them all as mines.
Another feature that I think would make later levels less frustrating is to make completed numbers (i.e. with no adjacent unmarked cells and with # of adjacent marked cells matching the number) desaturated.
My first time writing a project with more than 1000 lines of code XDDDDD hope it runs and doesn't crash & burn the moment it is opened on a device other than my laptop
← Return to game
Comments
Log in with itch.io to leave a comment.
Yep, these two aren't adjacent
The game is fantastic, but as all minesweepers, infuriating at times. In a good way, of course
chess battle advanced
F
Absolutely loved this game so so so much will there be an android port ever?
if not do you got any tips for someone who doesn't know coding to create something similar for android?
Probably not, because porting C++ code to a phone is a bit hard actually, but my main reasoning is I have absolutely zero experience with android development. And I don't think something like this could be made without coding knowledge (The interaction between cells and how this game recurses is kinda hard to make in things like gamemaker I think?) I learned to code in C++ via self-studying (Crunched through C++ prime plus which is a thousand pages long lolololol), which is absolutely mentally draining if you don't have an interest in programming.
why is level 14 the 4th dimension breaker in this game
and why does it have to be so hard
hard as in theres too much to comprehend happening there
level 14 is basically 'when you mess with timelines too much, you explode'
using ai for tiles really...
What AI? How dare you to insult my modeling ability. The 3d model file of the tiles is in the source code if you want proof.
i despise this game my hatred for this game goes so deep that i would drag my balls through a football field of broken glass and rusty needles just for it to be erased off the internet, i made an account on itchio just to post this comment
10/10 im addicted
Lv14 is amazing. I was confused until I zoom in and zoom out.
universal macos isn't working...........
Maybe one day I'll port this to webassembly so it can work on every device ever. Honestly I just gave up on getting any C++ code to compile on mac at all, sorry about this.
on macOS the game threw a "regular windows do not have icons on macOS" error at me, I hope there'll be a fix soon (should've sent this since 2022)
Well, I have no idea how to fix this, because I don't have a mac, somebody else helped me with compiling this on MacOS. If you can code, can you delete the line that adds icon in main.cpp, and try to compile it?
The link to download source code isn't workingnvm, it's just one of Chrome's "funky feature" to hide the file's actual size.Alright, I'm seeing some missing dependencies,
is there anything wrong with it?Now I see why README.md is important (I've made some games using Python while only knowing the basics of C++ so I'm glad I could understand a bit of your code).Ok, I'm giving up now. I've spent hours trying to figure things out with dependencies but when those are done I get a bunch of undefined terms (not to mention the undefined ones in other cpp files). Can you get in touch with the one who compiled this for macOS for you and ask them again?
Well, I hope you don't try to understand the code of this project because it's an absolute mess and even I forgot how some of it works. Also, github's download source function doesn't report the size of the file while most of the sites does, so that's probably why it looks weird on chrome.
Looks like they're still active on github, guess it's time to just wait for a reply
I forgor 💀 to tell you, but the new macOS version is up. Can you give it a test to see if it works?
Um... there's another problem. Somehow loading.png cannot be loaded.
I cannot send a screenshot so I'll paste the whole Terminal texts in here:
Huh, this is so weird since other textures has been loaded successfully, and it looks like the file can't be opened instead of can't be converted to a texture file. Can you copy the loading.png from the old version into it, to see if it was corrupted, or if it's there at all? or replace with any other images to see if it will run?
Is it possible to create a 32 bit version from the sources? I have tried this unsuccessfully with cmake 3.4.3.
For some reason the game closes right after it opens. It's just a black screen then closes after a second, is there something I'm missing to run this?
It requires OpenGL 3.3 (a standard from 2010) and the ability to load 4k textures (shouldn't be a problem, iPhone 4 could do this). What's your operating system? If it's windows, could you give the newly uploaded file a try? It only requires OpenGL 2.1(2006).
I made my own level: Reincarnation.
There are a total of 40 levels, and theoretically it should not be possible to solve it in a lifetime.
https://drive.google.com/file/d/1N528Gh_PQfdGZphnEC5IaudCU-7hndZA/view?usp=share...
Have fun!This was pretty cool! I do wish that the "zoom in then back out to access a new part of the level" was explained a bit better; I feel like I just found the mechanic by accident. But yeah, even just the first recursive level blew my mind at first; I spent quite some time zooming in and out.
Also, it'd be nice if the first click was always a 0-tile, like what a lot of normal Minesweeper games do, just so it's always possible to guarantee your next click won't be a mine.
is there any way to save progress? i played for like half an hour, closed the game and lost all progress :(
Progress should be saved everytime you complete a level, but not the progress of the level itself. If the unlocked levels are locked again, it might be a bug. What OS are you using?
well im using windows 10 and yeah the levels got locked again
Did you put the game in program files folder or something? The game might have no permission to create a save file if it's in there, windows 10 is janky like that
i imagined up something like this before but never thought to make it a game myself. i think it was executed really well.
i beat it in one sitting, i was absolutely obsessed. the last few levels were difficult just because it was hard to "count" where the other flagged mines were. but otherwise it was still doable, and i love how the later levels challenged your notion of which number to "trust" regarding the (not spoiling it) mechanic you introduced ahead, the colors you gave that mechanic were so telling that its really funny how ubiquitous those two colors are now for introducing a game mechanic with no words.
It's an... interesting game, but very weird and confusing aaaaa
I don't really know why, but I just decided to make an infuriating level, at least to my friend lol. Also, I like how simple the .toml files are set up, it is really easy to add new levels, modify the main menu, and add more levels to the level selections screen.
Drive to the infuriating level: https://drive.google.com/drive/folders/1G7b8f2qbeqIXcrqLT4AcDdsiS7nDL-El?usp=sha...
Shame that some of the levels require guessing, although this is true to the source material. Very cool design though and feels great to play!
What does the flag/pixelated flag/flag with stars button do?
It's for changing the visual quality of the game, at lower quality smaller cells look worse, it's quite subtle though
Ah, the difference is hardly noticeable at my screen's resolution.
I must say I'm not a fan of clones. While figuring out the layout of a level is fun, actually solving them is tedious and frustrating. Spending 20 minutes zooming in and out trying to count all of the adjacent mines only to discover that there is not enough information to proceed without guessing is not fun. And that's even if you get to this point — not having all of the adjacent cells visible at the same time makes making a mistake while counting much likelier.
The ones like 13 and 15 where you can see the entirety of the level are not that bad, but 14 and 16 are the absolute hell.
Gave it another go. Oh look, there's two mines in three cells.
1/6possibility of getting this right. (I did not get it right)edit: it's 1/3, of course; mines aren't distinguishable
Yeah, I definitely rushed too much when designing the last few levels in order to get the game out as soon as possible, my bad
You should consider making the game generate levels guaranteed to be solvable, like e.g. Simon Tatham's version or 14 Minesweeper Variants do. That would let you avoid hand placing safe zones and lowering down mine counts. SGT's version is MIT licensed and the algorithm should not be hard to adapt as your version doesn't alter minesweeper's rules.
Another feature I would love to see lifted is putting the "chord" action on left click. Left clicking opened cell doesn't do anything anyway. 14 Minesweeper Variants in addition makes it perform the complement action: when there are only as many unmarked cells as there are unmarked mines, it marks them all as mines.
Another feature that I think would make later levels less frustrating is to make completed numbers (i.e. with no adjacent unmarked cells and with # of adjacent marked cells matching the number) desaturated.
I was having fun up until the blue/orange squares, and now I have a stress migraine
would not recommend if these rules don't get a tutorial
i'm getting confused after the yellow and blue rectangles
but it's an interesting combination!
If you've played Patrick's Parabox, the blue ones are the clones of the orange ones.
wait it was referencing that?? i was sitting over here thinking it was a portal mechanic and was still solving it.
My first time writing a project with more than 1000 lines of code XDDDDD hope it runs and doesn't crash & burn the moment it is opened on a device other than my laptop
A great project, congratulations on this fantastic accomplishment