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minesweeper3d's Issues

Feature Requests: swap movement/camera, invert camera Y-axis, enable stereoscopic 3D

No actual issues to report, just a few things I'd personally like to see. These are all things I think would be best implemented as options for the end-user, not forced on everybody.

  1. Swap movement and camera inputs
    Personally, I'd find it more natural to move using the left-hand inputs (D-Pad/Circle Pad) and move the camera with the right-hand inputs (face buttons/C-Stick).
  2. Invert camera Y-axis
    Some of us old types grew up on flight sims and stuff and we're used to the kind of camera controls where pressing down points the nose upward and vice versa. Nice to have, obviously not essential.
  3. Enable stereoscopic 3D
    It's minesweeper in 3D, but without the 3D! If you're going to take a traditionally 2D game and rework it in 3D, with 3D in the title, on the 3DS, you have to include 3D stereoscopy in there!

Anyway, whether or not you implement any of these features, thanks for the game!

Game crash with large levels/high mine counts

I tried ramping up the number of mines to make the game a bit more difficult, but there seem to be a couple of problems with the mine percentages. I'm not sure if these issues are related, but the first thing I noticed was there are less mines than there should be, e.g. if I play 10x10 with 40% mines, the resulting game only has 2 mines, and if I play 99x99 (that's 9801 tiles) and 40% mines, the result is only 245 mines, or ~2.5%.

In the process of testing this, I noticed something much more pressing: the whole system crashes when playing with 40% mines at larger sizes. Quickly testing different sizes to see when things start causing trouble:

  • 50x50 40%: crash
  • 37x37 40%: crash
  • 34x34 40%: crash
  • 33x33 40%: no crash
  • 32x32 40%: no crash
  • 31x31 40%: no crash
  • 25x25 40%: no crash

Possibly some kind of overflow situation or something? Here's a photo of the Luma3DS crash screen that appears:
IMG_20200611_230607_hdr

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