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  3. A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection.

A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection.

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  • simontatham@hachyderm.ioS simontatham@hachyderm.io

    @LiseAndreasen that's up to the downstream maintainer of whichever phone app you have in mind. I don't maintain any of the phone ports personally.

    liseandreasen@mastodon.worldL This user is from outside of this forum
    liseandreasen@mastodon.worldL This user is from outside of this forum
    liseandreasen@mastodon.world
    wrote sidst redigeret af
    #32

    @simontatham
    Oh, okay. Yeah, there's an extra name, you're right.

    1 Reply Last reply
    0
    • yojimbo@masto.hackers.townY yojimbo@masto.hackers.town

      @simontatham I got confused by the hat adjacency test, because it turns out that points as well as edges count - so the new "Highlight adjacent" preference is essential 🙂 but isn't it highlighting unselected tiles, rather than flags?
      I think that the rest of the name "... when clicking on a clue" is technically accurate but perhaps a touch distracting, and it might be nice if it highlighted even on an unselected tile, just to show the patterns better ...

      lionsphil@plush.cityL This user is from outside of this forum
      lionsphil@plush.cityL This user is from outside of this forum
      lionsphil@plush.city
      wrote sidst redigeret af
      #33

      @yojimbo @simontatham yeah, I noticed the 5 in the triangles screenshot and was confused until I considered that's true for the square grid counting diagonals too

      simontatham@hachyderm.ioS 1 Reply Last reply
      0
      • lionsphil@plush.cityL lionsphil@plush.city

        @yojimbo @simontatham yeah, I noticed the 5 in the triangles screenshot and was confused until I considered that's true for the square grid counting diagonals too

        simontatham@hachyderm.ioS This user is from outside of this forum
        simontatham@hachyderm.ioS This user is from outside of this forum
        simontatham@hachyderm.io
        wrote sidst redigeret af
        #34

        @LionsPhil @yojimbo the contributor of this patch mentioned that he did _try_ adding a mode in which only adjacency along tile edges counted, and vertex-only adjacency was ignored. But he judged that the gameplay became too boring, and didn't even bother sending me the code.

        The Honeycomb grid has this property already, because there _are_ no pairs of tiles that only touch at a vertex – tiles share an edge or don't touch at all. And indeed I think that is the most boring of the new modes. So I believe him!

        1 Reply Last reply
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        • ra@mathstodon.xyzR ra@mathstodon.xyz

          @simontatham
          Thanks! So much fun!

          I got this very peculiar distribution..
          Does it have something to do with it trying to generate a unique solution?

          simontatham@hachyderm.ioS This user is from outside of this forum
          simontatham@hachyderm.ioS This user is from outside of this forum
          simontatham@hachyderm.io
          wrote sidst redigeret af
          #35

          @ra yes, that's an occasional failure mode of the grid generator at high mine densities. It's _technically_ still a uniquely soluble grid with the right number of mines, but also, not exactly what you wanted! You'd have seen the same phenomenon before this patch if you'd turned up the mine density in an ordinary square grid.

          I've never managed to figure out exactly how to change the generation strategy to avoid this happening, although I keep thinking it _ought_ to be possible.

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          • kgjenkins@mapstodon.spaceK kgjenkins@mapstodon.space

            @simontatham How about US congressional districts? 😜

            simontatham@hachyderm.ioS This user is from outside of this forum
            simontatham@hachyderm.ioS This user is from outside of this forum
            simontatham@hachyderm.io
            wrote sidst redigeret af
            #36

            @kgjenkins worse still, how about the map of Liechtenstein, many of whose administrative divisions have exclaves separate from the main part, so that the adjacency graph isn't even planar!

            1 Reply Last reply
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            • simontatham@hachyderm.ioS simontatham@hachyderm.io

              @garthy those settings specify a "cyclic" mode, in which the top of the grid is considered to wrap round to the bottom. So that 2 clue is not just adjacent to the single closed cell shown in your picture, but also to some cells at the bottom of the grid.

              If you click on the 2 cell as if you were going to clear around it, it will show all the cell's closed neighbours temporarily.

              jernej__s@infosec.exchangeJ This user is from outside of this forum
              jernej__s@infosec.exchangeJ This user is from outside of this forum
              jernej__s@infosec.exchange
              wrote sidst redigeret af
              #37

              @simontatham @garthy Would it make sense to draw half tiles mirroring the opposite tile in cyclic mode, to make it more obvious?

              simontatham@hachyderm.ioS 1 Reply Last reply
              0
              • simontatham@hachyderm.ioS simontatham@hachyderm.io

                A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection. I'm pleased to say that the new Mines is now completed and live! You can now play Minesweeper on a wide range of tilings in your browser
                https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mines.html
                or download a desktop version from the parent page which supports the same set of grids.

                As well as the support for lots of grid types, there's also a new user preference (off by default) to make it easier to play on them. When you click on a clue square to potentially clear around it, the existing flags adjacent to the square light up, to make it easier to count them and work out how many more mines you're still expecting. Particularly useful in the hat tiling, where it's easy to mistake exactly what is adjacent to what!

                I expect different people will prefer different grids. Personally I think the triangular grid is particularly tricky and puzzly; the hexagonal honeycomb makes a gentle introduction; the Cairo, Floret and Kites tilings are a nice set in between those extremes; and of course the aperiodic tilings are there to keep you on your toes and ready for anything.

                Many thanks to Anders Höglund for this excellent piece of work.

                hugobdesigner@mastodon.artH This user is from outside of this forum
                hugobdesigner@mastodon.artH This user is from outside of this forum
                hugobdesigner@mastodon.art
                wrote sidst redigeret af
                #38

                @simontatham Saw this on my timeline, thought "this is cool, imagine this on Simon Tatham's app", then saw who posted 😂

                1 Reply Last reply
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                • jernej__s@infosec.exchangeJ jernej__s@infosec.exchange

                  @simontatham @garthy Would it make sense to draw half tiles mirroring the opposite tile in cyclic mode, to make it more obvious?

                  simontatham@hachyderm.ioS This user is from outside of this forum
                  simontatham@hachyderm.ioS This user is from outside of this forum
                  simontatham@hachyderm.io
                  wrote sidst redigeret af
                  #39

                  @jernej__s @garthy that's an interesting UI thought. It might be more difficult in the other two cyclic modes, though, because the triangular cyclic grid has straight edges at top and bottom, and the square cyclic grid has straight edges everywhere!

                  But I agree it would be nice to have _some_ visual indication that you're playing a cyclic grid, if only for people who have forgotten which option they selected from the menu. (Alas, real work sometimes temporarily distracts people from the important business of playing puzzle games.)

                  jernej__s@infosec.exchangeJ 1 Reply Last reply
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                  • simontatham@hachyderm.ioS simontatham@hachyderm.io

                    @jernej__s @garthy that's an interesting UI thought. It might be more difficult in the other two cyclic modes, though, because the triangular cyclic grid has straight edges at top and bottom, and the square cyclic grid has straight edges everywhere!

                    But I agree it would be nice to have _some_ visual indication that you're playing a cyclic grid, if only for people who have forgotten which option they selected from the menu. (Alas, real work sometimes temporarily distracts people from the important business of playing puzzle games.)

                    jernej__s@infosec.exchangeJ This user is from outside of this forum
                    jernej__s@infosec.exchangeJ This user is from outside of this forum
                    jernej__s@infosec.exchange
                    wrote sidst redigeret af
                    #40

                    @simontatham @garthy I chose honeycomb because it's IMHO the hardest to show in this way – I'd say square is much simpler:

                    jernej__s@infosec.exchangeJ 1 Reply Last reply
                    0
                    • jernej__s@infosec.exchangeJ jernej__s@infosec.exchange

                      @simontatham @garthy I chose honeycomb because it's IMHO the hardest to show in this way – I'd say square is much simpler:

                      jernej__s@infosec.exchangeJ This user is from outside of this forum
                      jernej__s@infosec.exchangeJ This user is from outside of this forum
                      jernej__s@infosec.exchange
                      wrote sidst redigeret af
                      #41

                      @simontatham @garthy Oh, and speaking of UI, might be a good idea to pop up a "Generating" message when setting up larger grids, otherwise the browser looks like it froze for a few seconds.

                      1 Reply Last reply
                      0
                      • simontatham@hachyderm.ioS This user is from outside of this forum
                        simontatham@hachyderm.ioS This user is from outside of this forum
                        simontatham@hachyderm.io
                        wrote sidst redigeret af
                        #42

                        @jay @yojimbo there's a new preference option for that, mentioned in the initial post.

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                        0
                        • simontatham@hachyderm.ioS simontatham@hachyderm.io

                          @RealGene ah, yes, sorry about that. Nobody who knows how to make ordinary web JS phone-friendly has yet offered to help with that.

                          Normally I advise mobile users to use the dedicated phone ports instead. But of course that doesn't help with a new feature released only a few hours ago.

                          But @bjh21 has a "helpful" suggestion for this situation 🙂 https://wandering.shop/@bjh21/114761456605196277

                          gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                          gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                          gkrnours@mastodon.gamedev.place
                          wrote sidst redigeret af
                          #43

                          @simontatham @RealGene @bjh21 is the source available somewhere? I would like to submit patch for long-click as right-click

                          simontatham@hachyderm.ioS 1 Reply Last reply
                          0
                          • gkrnours@mastodon.gamedev.placeG gkrnours@mastodon.gamedev.place

                            @simontatham @RealGene @bjh21 is the source available somewhere? I would like to submit patch for long-click as right-click

                            simontatham@hachyderm.ioS This user is from outside of this forum
                            simontatham@hachyderm.ioS This user is from outside of this forum
                            simontatham@hachyderm.io
                            wrote sidst redigeret af
                            #44

                            @gkrnours @RealGene @bjh21 yes, all the source code is in a git repository whose URL is on the main puzzles page. Unfortunately the online gitweb browser is currently down (because otherwise it got DDoSed by AI scraper bots), but it should still be possible to clone the repo.

                            To build the Javascript version you need Emscripten, which is conveniently (at least from my point of view) available as a Docker image.

                            gkrnours@mastodon.gamedev.placeG 1 Reply Last reply
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                            • simontatham@hachyderm.ioS simontatham@hachyderm.io

                              A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection. I'm pleased to say that the new Mines is now completed and live! You can now play Minesweeper on a wide range of tilings in your browser
                              https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mines.html
                              or download a desktop version from the parent page which supports the same set of grids.

                              As well as the support for lots of grid types, there's also a new user preference (off by default) to make it easier to play on them. When you click on a clue square to potentially clear around it, the existing flags adjacent to the square light up, to make it easier to count them and work out how many more mines you're still expecting. Particularly useful in the hat tiling, where it's easy to mistake exactly what is adjacent to what!

                              I expect different people will prefer different grids. Personally I think the triangular grid is particularly tricky and puzzly; the hexagonal honeycomb makes a gentle introduction; the Cairo, Floret and Kites tilings are a nice set in between those extremes; and of course the aperiodic tilings are there to keep you on your toes and ready for anything.

                              Many thanks to Anders Höglund for this excellent piece of work.

                              buherator@infosec.placeB This user is from outside of this forum
                              buherator@infosec.placeB This user is from outside of this forum
                              buherator@infosec.place
                              wrote sidst redigeret af
                              #45
                              @simontatham In high school I spent waay too much time on a similar desktop variant. I stopped when I saw different tilings when I closed my eyes in school...
                              1 Reply Last reply
                              0
                              • simontatham@hachyderm.ioS simontatham@hachyderm.io

                                A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection. I'm pleased to say that the new Mines is now completed and live! You can now play Minesweeper on a wide range of tilings in your browser
                                https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mines.html
                                or download a desktop version from the parent page which supports the same set of grids.

                                As well as the support for lots of grid types, there's also a new user preference (off by default) to make it easier to play on them. When you click on a clue square to potentially clear around it, the existing flags adjacent to the square light up, to make it easier to count them and work out how many more mines you're still expecting. Particularly useful in the hat tiling, where it's easy to mistake exactly what is adjacent to what!

                                I expect different people will prefer different grids. Personally I think the triangular grid is particularly tricky and puzzly; the hexagonal honeycomb makes a gentle introduction; the Cairo, Floret and Kites tilings are a nice set in between those extremes; and of course the aperiodic tilings are there to keep you on your toes and ready for anything.

                                Many thanks to Anders Höglund for this excellent piece of work.

                                mindiell@mamot.frM This user is from outside of this forum
                                mindiell@mamot.frM This user is from outside of this forum
                                mindiell@mamot.fr
                                wrote sidst redigeret af
                                #46

                                @simontatham is source code available ?

                                simontatham@hachyderm.ioS 1 Reply Last reply
                                0
                                • mindiell@mamot.frM mindiell@mamot.fr

                                  @simontatham is source code available ?

                                  simontatham@hachyderm.ioS This user is from outside of this forum
                                  simontatham@hachyderm.ioS This user is from outside of this forum
                                  simontatham@hachyderm.io
                                  wrote sidst redigeret af
                                  #47

                                  @Mindiell yes, the git repository is on the main web page.

                                  mindiell@mamot.frM 1 Reply Last reply
                                  0
                                  • simontatham@hachyderm.ioS simontatham@hachyderm.io

                                    @Mindiell yes, the git repository is on the main web page.

                                    mindiell@mamot.frM This user is from outside of this forum
                                    mindiell@mamot.frM This user is from outside of this forum
                                    mindiell@mamot.fr
                                    wrote sidst redigeret af
                                    #48

                                    @simontatham nice, thx, I'll see if I can port this fun game 😉

                                    1 Reply Last reply
                                    0
                                    • simontatham@hachyderm.ioS simontatham@hachyderm.io

                                      @gkrnours @RealGene @bjh21 yes, all the source code is in a git repository whose URL is on the main puzzles page. Unfortunately the online gitweb browser is currently down (because otherwise it got DDoSed by AI scraper bots), but it should still be possible to clone the repo.

                                      To build the Javascript version you need Emscripten, which is conveniently (at least from my point of view) available as a Docker image.

                                      gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                                      gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                                      gkrnours@mastodon.gamedev.place
                                      wrote sidst redigeret af
                                      #49

                                      @simontatham @RealGene @bjh21 thanks for the pointers (pun intended).

                                      I don't think I'll be able to help. The codebase is really far from what I'm used.

                                      I did manage to compile it and play on my machine, the hat pattern feel fun and playful while these specter really do hate me 😢

                                      1 Reply Last reply
                                      0
                                      • simontatham@hachyderm.ioS simontatham@hachyderm.io

                                        A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection. I'm pleased to say that the new Mines is now completed and live! You can now play Minesweeper on a wide range of tilings in your browser
                                        https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mines.html
                                        or download a desktop version from the parent page which supports the same set of grids.

                                        As well as the support for lots of grid types, there's also a new user preference (off by default) to make it easier to play on them. When you click on a clue square to potentially clear around it, the existing flags adjacent to the square light up, to make it easier to count them and work out how many more mines you're still expecting. Particularly useful in the hat tiling, where it's easy to mistake exactly what is adjacent to what!

                                        I expect different people will prefer different grids. Personally I think the triangular grid is particularly tricky and puzzly; the hexagonal honeycomb makes a gentle introduction; the Cairo, Floret and Kites tilings are a nice set in between those extremes; and of course the aperiodic tilings are there to keep you on your toes and ready for anything.

                                        Many thanks to Anders Höglund for this excellent piece of work.

                                        sirjofri@pleroma.envs.netS This user is from outside of this forum
                                        sirjofri@pleroma.envs.netS This user is from outside of this forum
                                        sirjofri@pleroma.envs.net
                                        wrote sidst redigeret af
                                        #50
                                        @simontatham
                                        Nice! I'll try and see if it works in my Plan 9 port.
                                        1 Reply Last reply
                                        0
                                        • simontatham@hachyderm.ioS simontatham@hachyderm.io

                                          A couple of weeks ago I showed a preview of a new mode for Mines, in my puzzle collection. I'm pleased to say that the new Mines is now completed and live! You can now play Minesweeper on a wide range of tilings in your browser
                                          https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mines.html
                                          or download a desktop version from the parent page which supports the same set of grids.

                                          As well as the support for lots of grid types, there's also a new user preference (off by default) to make it easier to play on them. When you click on a clue square to potentially clear around it, the existing flags adjacent to the square light up, to make it easier to count them and work out how many more mines you're still expecting. Particularly useful in the hat tiling, where it's easy to mistake exactly what is adjacent to what!

                                          I expect different people will prefer different grids. Personally I think the triangular grid is particularly tricky and puzzly; the hexagonal honeycomb makes a gentle introduction; the Cairo, Floret and Kites tilings are a nice set in between those extremes; and of course the aperiodic tilings are there to keep you on your toes and ready for anything.

                                          Many thanks to Anders Höglund for this excellent piece of work.

                                          fractalkitty@mathstodon.xyzF This user is from outside of this forum
                                          fractalkitty@mathstodon.xyzF This user is from outside of this forum
                                          fractalkitty@mathstodon.xyz
                                          wrote sidst redigeret af
                                          #51

                                          @simontatham wow!

                                          1 Reply Last reply
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