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gauguin's Issues

Starting a new game resets the streak in the statistics

No single step here seems wrong, but the overall scenario is suboptimal:

  1. Play a game and complete it
  2. Observe the confetti
  3. Decide to play a new game, hit the blue plus icon
  4. Make up your mind and decide you want a new game, but using different settings
  5. Use the context menu to start the new game with selection

Expected:

  1. The streak should be kept

Observed:
Streak goes to 0

Useless "Undo" button in snackbar?

When I press the large blue question mark button a snackbar shows up with text "X mistakes, Y filled cells" and an undo button. It seems that this button doesn't do anything

Division with result 0 is marked as a wrong calculation

Screenshot_20231122-155038
As you can see in the screenshot, the box labeled as 0/ is highlighted in red, meaning there is a wrong calculation in it. In reality, the calculation 0/1 is fine and produces the desired result. The puzzle is still recognized as solved. I presume that the calculation checker for division somehow interprets this as 1/0, maybe because the usual rule is that the larger number must be the numerator for the calculations to work out.

Restarting a game with mistakes leaves red frame around cell

While trying to reproduce #38 I stumbled upon the following:

  1. start a new game
  2. enter a wrong number, e.g. in a single cell
  3. restart the game per menu
    The restarted game has cleared cells, but the error state of the previously entered number is still visible.
    Screenshot_20231208-075141

"Puzzle Solved" message from the old game shows even in new game

After completing a puzzle, the message "Puzzle Solved!" appears.

And then after starting a new game by clicking the Blue "+" button in the button, the message remains on the screen for some time even when the new puzzle has started.

Due to this, the number buttons are not accessible to use and the timer too runs out for few seconds

error in calculation

Screenshot_20240218-090301
Screenshot_20240218-090258
I think these images are the only feedback I can supply on this.
On versiom 0.20.0

Math box outline not always clearly visible

Hi i absolutely love the game and have already spent much more time on it than i probably should xD.
Depending on the lighting its sometimes hard to see the outline of the math boxes, currently colored light blue. Maybe that could be fixed by changing to a color that is easier to distinguish from the background.
Thank you for the amazing work!

Mittelwert in English

The English translation contains untranslated "Mittelwert" in the statistics.

Screenshot_20240217-140248.jpg

0.20.0

Previous scores

It'd be nice if one could see their own previous times for solving puzzles of respective kind. AFAICT currently you only get the "best score" or not kind of information.

Improve the UX of the Hint Snackbar

I feel like the Hint Snackbar (the one which pops when the ? button is clicked during a game) is annoying since it obstructs the view and doesn't allow the player to dismiss it without waiting.

I thought of the following options of improving the current UX:

  • Move the ? button (easy to click on while playing)
  • Move the bar to a different area (top of screen?)
  • Allow dismissing the Snackbar (regression of v0.20.0)

P.S. Seems like the dismissal isn't possible anymore since the Snackbar now gets created in the binding.root context, which doesn't have a CoordinatorLayout in its view hierarchy, I'm not an Android dev, hopefully I'm not misdirecting you.

Having a CoordinatorLayout in your view hierarchy allows Snackbar to enable certain features, such as swipe-to-dismiss and automatically moving of widgets.

Source

P.S.S. I would really appreciate solving that since I am currently unable to beat my top score of 34 seconds in 6x6 Fibonacci mode 😅

Highlight invalid pencil marks in cells

Currently if you fill in a square with a number, any pencil marks for that number in the same column or row are removed. An option to prevent pencil marks from being made if the number you're trying to mark already exists in the same column or row would be great.

In other words: if you have a filled 3, you can currently put a pencil mark of 3 in any unfilled square directly next to it. This option would prevent that.

For visual feedback, maybe have the number(s) that make it invalid blink or some such? I'd be weary of changing keypad coloring as that would effectively show a "per-square" pencil mark list and make it very obvious when there's only one option available, which isn't the goal of this ticket.

I say "option" because I can see some use cases where a player might not want this to be forced behavior. For example, if the player realizes they have a square filled wrong and are using pencil marks to figure out where they messed up. Probably far more obviously though is that sometimes finding out your own mistake in the pencil marks can be a challenge in and of itself and adds to the difficulty of harder levels.

Question

Hey man just curious to ask from where did you learnt kotlin and which resources did you used & which will you recommend

Button to toggle between add/remove mark and set answer

First of all thank you for the game. The great app named HoloKenMod, which no longer works on the latest Android, has a toggle button that makes it very fast to switch between two input modes:

  • add/remove mark
  • set answer

When in set answer mode, the next press of a number sets the cell to that number, equivaent to the long press in Gauguin.

While an answered cell is highlighted, togging the mode to add/remove mark changes the answer back into a mark.

This would help by eliminating the need to wait 1 second for each answered cell. In a 6x6 game this is 36 seconds of waiting for the UI. It would be great to have this as an aternative to the long press.

Make it less work to finish games

I play with "pencil marks at start" and "auto-remove pencil marks". At some point in the late game it's quite easy to finish the game:

  1. Find a cell with only one pencil mark
  2. Enter that number as solution
  3. Check cells in the same row and column if they just have been reduced to one pencil hint. If so, go to 1. in the list.

This is quite some work without any difficulty. Therefore it would be nice to have a button that does exactly this kind of alogrithm.

"Fill single cages at start" doesn't clear pencil marks

When enabling "Fill single cages at start", "Begin with filled pencil marks" and "Auto-remove pencil marks" the single cages are filled, but the pencil marks in these cages aren't cleared and the marks in the same row/column also not.

Add predefined levels and difficulty

First I'd like to thank you for the great game!

It would be nice to have predefined levels like in many other similar games.
For example start with 20 very easy levels in 4x4 to 6x6 matrix and then increase the difficulty and the grid size and/or add more difficult operations.

This would be helpful for new users to get started and keep people more motivated for the longer term.

Error: Empty board shows 1error/1filled cell

I'm on version 0.14.0. When I satar a new game, with all empty cells and click on the question mark, the bubble shows "1 mistake/1filled cell". I would expect 0/0 on an empty board.

Thanks!

Explain all operators in the help menu

In the ingame help it's only explained the "+" leaving everything else as guesswork for the user.

Add an explanation for the remaining operators in the help's block of text.

It's fine for the opening first time help to be as it is, but when people end up seeking the help button it's because they're not sure about something.

Suboptimal use of space in large puzzles

Consider this screenshot from 0.20:
Screenshot_20240212-195923.jpg

Observe:

  • the puzzle grid doesn't take whole horizontal space (which I think is a recent regression)
  • the keypad seems large

I think on top of that one possibly might consider a layout where the cells are not rendered as squares, but vertically stretched rectangles. At the expense of keypad. I think it might be more readable.

Undo - Nr of mistakes wrong

if an error was made that conflicts with an already found number you get 2 (or 3 if 2 conflicts) instead of 1 error. if you press "undo" 1 error remains

[Option] Mark some key digit drafts by special color (e.g., red)

Thx for amazing game!

I prefer to play hardest levels with lots of empty cells, as you know. So often I fill almost all digits 1...9 as drafts. But I need to mark some digits as unique at this row, they could be typed only in some cells, just 1-2-3 cells. If there are many drafts, I can lose sight of key digits while playing. If they could be marked by color, it would be great! I saw it at some sudoku apps.

Resetting game doesn't clear highlights

Thanks for the awesome game !

I have however noticed that when you reset a game when some tiles are still highlighted (say after setting a value which affects the suggestions in others), the highlights remain on the new, empty, board.

Pencil marks not removed when restarting game

When I'm stuck on a game and decide to restart from scratch, the "Restart game" button clears all the numbers I entered as definitive, but not the pencil marks (the possible values of a cell). I would expect "Restart game" to clear the pencil marks too.

Version 0.10.0, downloaded from F-Droid.

How to use Fast Finishing Mode?

I saw that the latest release has a "Fast Finishing Mode", but I haven't been able to figure out how to use it or fully what it does. I've enabled it in settings but I haven't noticed any difference.

I might just be an idiot, but is the UI supposed to remain the same or is something supposed to activate when I put three pencil marks in the same square? Or is it any square as long as it's three pencil marks in a row? (Or am I supposed to e.g. add 6, remove 6, then add 6 as a pencil mark as a workaround to a button? I can't tell)

This is the part that I'm confused about:

The core feature (rapidly entering numbers) should already work, the mechanism to activate it is still in flow. Currently, entering three single pencil marks via long tapping consecutively will activate it. The ui elements blocking the keypad are far from finished, but functional and highly visible.

I was originally under the assumption that the last sentence meant the "You've won" toast that covers most of the bottom row of numbers when you hit the new game button until either it disappears or you swipe it away, and might've been talking about an "in progress" fix to have it not block the keypad anymore, but the more I read it the more it sounds like I'm missing something.

BTW, F-Droid does a great job auto-updating this app, but release notes don't show within F-Droid, so I have to always check the releases tab to see changes -- don't know if that should be a separate issue ticket or if it's a quick fix.

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