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Cart #puzelminesweeper-7 | 2024-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the first pico-8 game I finished, and it's minesweeper. Sadly I couldn't recreate the original UI, as the 16x16 difficulty mode covers the entire screen — I had to use something more dynamic. I can't wait to port this to Picotron, since it will be able to display higher difficulties and the full interface :)

update:
Version 2.0 had most of the game logic rewritten, now supporting arbitrary size boards that scroll when needed (for now using the direction buttons). This means expert difficulty is now accessible, and custom difficulties will be possible in the future once I complete the custom game window.

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Excellent recreation, I can hardly imagine doing a single thing differently! You could possibly incorporate a larger puzzle area with some camera() magic, but frankly I think this is just about perfect as-is.


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A very nice minesweeper, but noticeably lacks chording. Would also be nice to have high scores. Some animation rather than instant reveal would also be cool when clicking on a zero. Really liked how the status bar changes sides when needed in intermediate. When winning, non flagged bombs aren't revealed.
For expert mode, the zoomed out grid could be just colors, with a readable zoomed version around the mouse. The X key could be used to lock the current zoomed area while it's kept pressed, and O to hide the zoom so you get to choose where to think about next without a big part of the grid hidden by the zoom.


@RealShadowCaster Thanks for the feedback! :)
I didn't know about the chording mechanic so I didn't implement it, I'll look into adding it now (probably just as right click or it will be impossible on trackpads, but I could add a settings menu to configure it). I also didn't call the function to reveal mines on victory, thank you for pointing that out.
I can't really have zooming in and out because I'm relying on the pico8 map system for the logic — I could however add scrollbars relatively easily if I move the mines into Lua, instead of storing them offscreen.


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For the zoomed out version, you could try kozm0naut's tline mini-map trick :
https://www.lexaloffle.com/bbs/?tid=140478


I'll see if I can use that, thanks!
I updated the game with the chording feature and I'm working on the high scores.


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Great minesweeper implementation! Looks good, and gives me nostalgia :)

I've come across a potential issue that seems to be related to the mines calculation function. While playing, I encountered a game state that didn't seem to align with the usual logic of Minesweeper. I've attached a screenshot with this unusual game state: https://imgur.com/a/exBoJqu


@delphist Thank you! Um, that is definitely very unusual, and it's probably going to be difficult to make sure it's fixed since it's hard to reproduce :(

How did you reveal these odd tiles? I think this might happen when mined tiles are mistakenly revealed anyway — the function that determines the number of adjacent mines checks the entire 3x3 area so an invalid tile like that would count itself too. In your screenshot that seems to be the tile north of the one you circled.

I assumed that the recursive reveal function couldn't do this, but apparently it can, so I now added an additional check that stops it from revealing mined tiles.


@TeamPuzel,
You could make room for the UI by making the tiles 7×7 pixels, you'd just need each one to be a sprite drawn in a loop. It'd take more CPU, and you'd probably have to use a 3×4 font, but it's possible. Another option would be using a max grid size of 16×14, like Pancelor did with Mine1K:
https://pancelor.itch.io/mine1k


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Nice game. It is recommended to expand the trigger area for title bar movement to move the title bar when the cursor moves close to it (rather than having to move into the title bar).


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@Ahai64 Thank you :)
I personally find it distracting when the bar moves around unexpected, but I added a setting to choose an expanded flip distance for it


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@TeamPuzel, I've tried to play around 10 games today with updated version, and seems it's fixed. Thanks!


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Oh no :/
It seems to still be there it just doesn't let you click sometimes, so it's slightly less broken — I can now reproduce it and it happens when the first tile you reveal is a mine.
I was just comparing what I assumed to be integers to prevent mines being placed where you first click, however since Lua is not a strictly typed language it never actually forced me to round anything and I was mistakenly comparing integers to fractional numbers D:
It should be properly fixed in 1.5



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