Author Topic: Axe Minesweeper  (Read 48168 times)

0 Members and 1 Guest are viewing this topic.

Offline Michael_Lee

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1019
  • Rating: +124/-9
    • View Profile
Axe Minesweeper
« on: August 29, 2010, 08:42:50 pm »
I'm going to try to make a minesweeper game using Axe.

Some more interesting features that I'm going to try to include are an undo button, multiple high scores, customizable field size and mine amount, and grayscale.

Although, I'm not too sure about the grayscale one - I've tried to make one, but artistically, it kind of sucks.  It's a bit dull, and doesn't really enhance the gameplay at this time.

Currently, I have a crude mockup and am working on the basic mechanics.

I've attached a gif of what I have so far - obviously, it's far from complete, but my code seems to be placing the mines if not the numbers correctly.  (Although, oddly, it places more mines then it should).
« Last Edit: August 29, 2010, 08:43:18 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Axe Minesweeper
« Reply #1 on: August 29, 2010, 08:51:33 pm »
awesome.  love seeing your works :D

i can't wait.

note: i thought the grayscale looked good on it.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline apcalc

  • The Game
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: Axe Minesweeper
« Reply #2 on: August 29, 2010, 08:52:01 pm »
Looks nice!

Excellent job so far! :)


Offline MRide

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 711
  • Rating: +14/-0
  • You can't see this.
    • View Profile
Re: Axe Minesweeper
« Reply #3 on: August 29, 2010, 08:56:43 pm »
Yes, this looks great.  Hope you get everything worked out.
The greyscale looks good, too.

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Axe Minesweeper
« Reply #4 on: August 29, 2010, 09:49:37 pm »
Excellent!  Don't forget to have the "smiley face" wear sunglasses when the player wins the game!  Like this: 8)

Offline Michael_Lee

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1019
  • Rating: +124/-9
    • View Profile
Re: Axe Minesweeper
« Reply #5 on: August 29, 2010, 10:22:05 pm »
Muhahaha!
My program now adds in the numbers correctly!  It also displays exactly how many mines I want (which is 16, at the moment).

@Hot_Dog:
Sunglasses?  Hmm, I'll try that, but it's difficult to draw add sunglasses when I have only 8 by 8 pixels.  Maybe I'll try using a bigger circle.  

« Last Edit: August 29, 2010, 10:22:38 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Axe Minesweeper
« Reply #6 on: August 29, 2010, 10:36:34 pm »
Muhahaha!
My program now adds in the numbers correctly!  It also displays exactly how many mines I want (which is 16, at the moment).


Man, that's a sweet screenshot!  I might actually play this minesweeper game!

Offline patriotsfan

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 118
  • Rating: +2/-0
  • Go Pats!
    • View Profile
Re: Axe Minesweeper
« Reply #7 on: August 29, 2010, 11:02:03 pm »
Wow, looks great so far! Keep up the good work! :D


Doomsday: 12/21/2012 6:11 AM EST 11:11 AM GMT

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Minesweeper
« Reply #8 on: August 30, 2010, 12:18:57 am »
This looks pretty sweet. I'll be sure to play it when it's done :)

Glad to see you make more programs

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Minesweeper
« Reply #9 on: August 30, 2010, 12:38:56 am »
Looking really nice :) Minesweeper is an excellent game to write that is both challenging and entertaining ^^

Offline Michael_Lee

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1019
  • Rating: +124/-9
    • View Profile
Re: Axe Minesweeper
« Reply #10 on: August 30, 2010, 03:10:30 pm »
I've added flags, the question mark thing, and am currently working on getting the revealed squares to expand when I click on a blank one.  It isn't working!  
Or maybe it's just really slow - either way, the code (and I) am unhappy.
« Last Edit: August 30, 2010, 03:11:24 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Axe Minesweeper
« Reply #11 on: August 30, 2010, 03:14:43 pm »
Whatever the case, nice work on the flags and question mark!  Although, I've never had to use the question mark...

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Axe Minesweeper
« Reply #12 on: August 30, 2010, 03:20:24 pm »
You're going to have to use some sort of flood-filling algorithm for this.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Minesweeper
« Reply #13 on: August 30, 2010, 03:40:44 pm »
You may want to check some TI-BASIC source code for minesweeper games. There are some nice ones in Omnimaga archives, if you want to check for flood filling algorithms. Hopefully it is not too hard to translate to Axe code. Good luck!
« Last Edit: August 30, 2010, 03:40:57 pm by DJ Omnimaga »

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Minesweeper
« Reply #14 on: August 30, 2010, 04:48:43 pm »
Hmmmm flood fill eh?  I have written quite a few of those in my time, PM me if you want some detailed descriptions :) I will have to see how they translate to a minesweeper game tho...