Open robx opened 5 years ago
Allow, for example, Stostone to convert-to-image the position where all the pieces have fallen down.
Allow customization of all colours, including background colour of puzzle, border/text colour of puzzle, input colour (actual), input colour (auxiliary).
Allow right-click to add crosses in certain loop puzzles that don't already have them (e.g. Yajilin). ✅
Meandering Numbers: Allow for drawing lines from one cell to another as auxiliary marks. Also allow for inputting small numbers in the corners (like in Rooms of Factors or Minarism or Skyscrapers). ✅ (partially done)
Meandering Numbers: Allow for drawing lines from one cell to another as auxiliary marks.
Good idea.
Also allow for inputting small numbers in the corners (like in Rooms of Factors or Minarism or Skyscrapers).
I think this already works?
Herugolf: some way of building lines from the hole back, e.g. auxiliary marks (and perhaps dragging auxiliary marks automatically from a hole)
ooh, suggestion: adding gray Xs around dots with two segments would be a nice QoL feature for loop puzzles (like you did with borders for fillomino)
This is completely different from how all other puzz.link input works, but when I'm solving spiral galaxies what I really want is the ability to click-drag from a circle, and see where my cursor is rotated 180°.
Similarly to Nanro, Sukoro would also benefit from a shading input.
Someone's suggesting that, like how we have different colours of lines for loop genres, that we have different colours of shading for shading puzzles for connectivity.
t would be nice to automatic borders around e.g. single 1s. This isn't purely visual though, since such walls would change the completion check. E.g.:
http://pzv.jp/p.html?fillomino/2/2/1i
Currently the puzzle is not complete after adding a single 3. It is complete after additionally drawing walls around the 1.
Add grey numbers to Sukoro, Nanro, and View based on auxiliary marks, and have said grey numbers be marked when checking the solution.
1 - mark edges that can't be traversed like in herugolf: http://puu.sh/Dr6I6/53635ca35d.png 2 - mark cells that can't contain a circle (see this puzzle as an example http://puzsq.sakura.ne.jp/main/puzzle_play.php?pid=208) suggestion: internal clues in skyscrapers (will likely break url scheme somehow so that needs to be taken into account) internal clues in (other puzzles of that kind as well) what I would like is black squares for region clued puzzles like star battle and lits
one thing that's really annoying about satogaeri/yosenabe/herugolf is the app lets you make non-straight lines ✅
Slalom: Allow arrow auxiliary markings like in Nagareru-Loop. This probably also applies to any other genre where direction is important, but I haven't yet checked if there are any others that don't already have this functionality.
Slalom: "Show gate num" button should also calculate the gate numbers for gates that have been passed through and whose numbers can be directly deduced from the other gates passed through.
Moon or Sun: Relax the rules to allow for puzzles with empty rooms (i.e. count an empty room as both "all moons passed" and "all suns passed"). Also, in such puzzles, make sure the solution checking still works with regards to sun/moon parity.
EDIT: The above isn't quite what I want, actually. How about adding an option to "allow not passing through any symbols in a room", and fix up the solution checking with regards to parity here?
Auto-add borders in Sashigane and Shikaku based on auxiliary marks.
Ayeheya: Allow non-rectangular rooms. ✅
Tentaisho: Auto-colour completed regions.
Easy as ABC: Inputting an X or O auxiliary mark on a square should remove corner inputs on that square; similarly, pressing BACKSPACE on a square should also remove its corner inputs.
Heyawake (and maybe other shading puzzles): A way to drag-unshade over shaded cells without unshading them, e.g.:
Bag: Add switch for LR Buttons/One Button mode.
Curve Data: Answer checking is currently slow, and sometimes freezes completely.
This deserves a separate issue, #71.
yin-yang shouldn't have a cursor / keyboard input ✅
kin-kon-kan regions could automatically be marked green when one mirror is placed (like norinori), and should probably have separate blank cell input option too
In Display, there is an option for Font Family > serif, but it doesn't seem to do anything.
Yinyang could have a dividing line option similar to fillomino.
Tentaisho: Have an option to auto-add borders between galaxy centres that are next to one another.
Compass: An area with multiple clues currently gives the confusing message "A block has multiple numbers.". compass.js
does have different error messages, but doesn't actually use them.
the different shades of green in nori nori (and lits?) are irritating
idea: mark explicitly empty with a green dot in the same shade as green autocomplete shading
Line drawing puzzles would benefit from the ability to place multiple lines in one mouse cursor update, by checking if the previous and current cells are in the same row/column, instead of having to be adjacent to each other.
Answer check shouldn't trigger until the mouse button is released.
Wagiri and Kusabi could have alternative symbols, e.g.:
O and T/X/similar for wagiri +=- for kusabi
any others?
I feel the cursor display could be improved, perhaps by using a brighter color or offsetting it a bit from grid
Make the requirement to fill every cell in Heyawake optional, as well as for other puzzles which would give a "Completed!" window when pressing the Check button. (such as Nurikabe, when implemented) ✅
cross marks / dots for heyawake, to mark when one of two cells must be shaded
yagit: drawing aux lines is a pain (you typically want to draw a whole list of parallel aux line fragments)
ideas:
yagit: drawing aux lines is a pain (you typically want to draw a whole list of parallel aux line fragments)
ideas:
- replace aux lines fully by x-marks (pekes), which could be dragged (at the expense of less of a visual indication of area connectedness)
- keep aux lines visually, but enter them like x-marks (which might be confusing because you're draggin the other way)
- When drawing a single aux line, automatically draw all parallel aux lines up to the next dot.
I don't think it should properly draw them all, but an autocmp setting to do this could be nice. I.e., draw the extra parallel aux lines in gray. Or even do this from a completed dot.
I've implemented 2. for now (on right button only).
Here are all of the minor genre improvements I can think of at the moment: Shakashaka: Some sort of marking for when you know a triangle must exist in a cell, but not its orientation. Hakoiri: Some sort of marking (similar to Nanro) for when you know a shape must exist in a cell, but not which shape. Roma (and other non-number but still object types): the ability to place candidate values in the corners of cells Shimaguni (and other types where the size of a clump of cells matters): the ability to place numbers into the grid to indicate the size of a clump of cells. This probably shouldn't be part of "auto" but the functionality would definitely be nice- there are a couple of Shimaguni puzzles out there where tracking unknown numbers through chains is a necessary step.
Doppelblock would benefit from showing a number range like easy as abc.
For directed loop/path types (icebarn, nagereru) it would be great to have a direction-indicator at the ends of path segments when the orientation is known.
slitherlink: different behavior for left/right mouse button (similar to other shading genres, where one cycles forward and the other cycles back) when in bgcolor 1/2 mode
Moon or Sun: Make moon/sun marks have consistent names. (I think this is as simple as renaming "Marks of moon" and "Marks of sun" in the puzzle editor, but I might be wrong on this.)
Nurikabe (and possibly other genres): Allow for inputting question marks by typing /
or ?
.
@psml-imeji notes (#207):
In the puzz.link it can only place 4 marks on each cell, and can only be placed on the corners, which other apps can place any marks you want and will placed based on the number. Like this site: https://www.sudokuwiki.org/sudoku.htm
@tckm notes (#191):
Currently, it is almost impossible for me to tell which cells and regions are shaded in Nondango. Could the contrast of the shaded cells be increased?
@robx replies:
There's even two subtly different shades of light blue here, where the manually entered one seems a bit darker than the autocomplete-shading. (LITS and/or Nori-nori used to have the same difference -- there it got a lot clearer by moving to dots for the manually marked cells, but we can't really do that here.)
Part of the issue seems to be that the circles only leave so little space for the shading... Perhaps there's a better approach to be found here, such as: also shading the inside of white circles; only shading the inside of white circles; having a two-level thing as in Nori-nori after all where we mark the definitely-white-circles with a dot or something.
@tckmn notes (#188):
In most genres where O's and X's can be used to mark the presence or lack of something in a grid cell, the z and x keys respectively can be used to put them there. For some reason in easyasabc it's 1 and 2 instead, which I find a little counterintuitive. Could the z/x method also be supported for this genre?
This is to collect some obvious improvements to existing puzzle types.
Similarly, bag/corral/cave would benefit from a shading input.✅Auto-shading of completed clues for Yajilin.✅