For the clicks being offset because of the banner, I'm surprised and did not see the issue when developing. I'll double check, so thank you for that.
313 karma · joined September 6, 2010
For the clicks being offset because of the banner, I'm surprised and did not see the issue when developing. I'll double check, so thank you for that.
That'll make me think, certainly.
The steam version will be ad free, but there isn't a iOS/android paid and ad-free version yet. I'm considering it, though.
But I'm also looking for alternative ad providers, that would allow displaying ads while being privacy friendly. For instance, banners that redirect to a board game shop when clicked, and that track absolutely nothing except visits to their site, would be ideal. Surely those should exist, but I haven't found them yet.
If anybody has recommendation, I'd love to hear, I'm learning about this space at the moment.
And if you're able to send a screenshot, that'll be super useful. As at the moment, when testing in chrome dev tools, with iphone SE selected, it looks like it doesn't display the right size of the phone (or maybe I've misconfigured the dev tools), as the dialog box doesn't prevent from completing the tutorial.
Although the reason I haven't set 20% as the default, is because I'm concerned this may create too many situations where guessing would be required. So I'd need to have the solver in place. So thank you for the link as well.
Although now, I'm wondering if the solver can be smart enough to allow situations like this, where finding how to progress isn't quite obvious, like this one: https://news.ycombinator.com/item?id=39234686
For the tile not having bevels when it should, would you be able to take a screenshot? That will help me understand when this happens. I haven't seen this yet, so I'm not entirely sure what could cause this.
Would you be able to take a screenshot?
I'm testing for the iPhone SE using chrome dev tools, and the display seems fine there, so what I see it most likely not accurate.
But I'd love to remove guessing ultimately. I just haven't found a reliable way to make it work yet, and would need to dedicate a fair amount of hours to it, which I've preferred allocating to the other games on my roadmap. Nevertheless, it still may happen.
Could you maybe try the custom settings? You can change the ratio of mines. I'd be curious to know what quantity of mines you find works best.
But in short, when you uncover the first tile of this wave, at each frame I uncover only 1/60 of the total. So if you've uncovered 600 tiles, 10 should be uncovered on each frame, and it should be done in 1 second if your display is at 60FPS.
But if you uncover 60 tiles only, it will uncover 1 per frame, and that can look pretty bland. Could it be what you see? If that's the case, I believe (with a good 60% certainty!) that I mostly need to revisit the method when it's for a small number of tiles.
And I explain the generation method in another comment, but here it is as well:
-------------------- The generation is inspired by what Oskar Stålberg has done for his game Townscaper. It is done with those steps: - start with triangles (ideally in an hexagonal pattern). - merge pairs of triangles into quads, randomly leaving some as triangles. - we subdivide both quads and triangles, and end up with quads only. - smooth the whole to get nicer shapes
It can be a bit abstract with just this list, so you can see some videos in my tweet: https://twitter.com/fradingue/status/1712218108826460428
I've also created a webgl engine to solve this type of procedural modeling for the web, and you can see 2 examples scenes where you can play with parameters that affect the shape of the irregular grid:
- https://polygonjs.com/gui/irregular_quads/edit
- https://polygonjs.com/gui/irregular_quad_relaxation/edit --------------------
So even though you're currently seeing a flat grid, it's all 3D under the hood. So I'm also considering having those grids on a sphere, a torus, or even a custom 3D model. I had done some earlier test: https://polygonjs.com/gui/minesweeper_torus_sphere/edit So it's technically possible, but there's more work to have this easy to navigate around, and to still look visually minimalist while still being pleasant.
If the steam version becomes profitable, I'll definitely explore those directions. I agree this can be stretched further.
And that score is indeed suspicious, although there are some protections to prevent cheating. Someone would have to be quite motivated to go around them. But it might be possible, as you don't need to flag all the mines in order to win, you can wind by just uncovering the non-mines. I felt this could be allowed as this is really the same outcome. But I can see that if you're really lucky, the mines are placed in a very convenient way, a quick win could happen. But I assume this can only happen on the beginner grid, not on the larger ones.
In any case, I'll reconsider this, and may force all mines to be flagged in order to win, that might be safer.
But my assumption can certainly be wrong! To be sure, could you take a screenshot of a loosing screen? as all the mines will be revealed then, and we can see if the number is indeed correct or not.
The generation is inspired by what Oskar Stålberg has done for his game Townscaper. It is done with those steps: - start with triangles (ideally in an hexagonal pattern). - merge pairs of triangles into quads, randomly leaving some as triangles. - we subdivide both quads and triangles, and end up with quads only. - smooth the whole to get nicer shapes
It can be a bit abstract with just this list, so you can see some videos in my tweet: https://twitter.com/fradingue/status/1712218108826460428
I've also created a webgl engine to solve this type of procedural modeling for the web, and you can see 2 examples scenes where you can play with parameters that affect the shape of the irregular grid: - https://polygonjs.com/gui/irregular_quads/edit - https://polygonjs.com/gui/irregular_quad_relaxation/edit
Although the number I show is actually a bit sneaky, as I subtract the number of flags placed to the total number of mines. So if you were to place more flags than mines, you'd see a negative number. (which I realise as I type that your version is similar, as the number can also go above the total).