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apocalyptech

17
Posts
A member registered Dec 12, 2019

Recent community posts

Yeah, I'm certainly not gonna leave a *bad* one, for sure. :)  Once you've gotten that straightened out I'll be happy to leave a glowing one out there.  Cheers!

Any update on getting rid of ambiguous puzzles?  Animals 15 (Snake) has an ambiguous ending as well.  I've just been doing this in fits and starts and running into ambiguous puzzles really puts a damper on it.  I'd love to leave a good review on Steam but I've been holding off 'cause I couldn't actually recommend a nonogram game that relies on guesswork.  Hope you can get that sorted out soon!

Yep, no worries!  Cheers!

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Heh, I'm afraid I don't.  I occasionally take a half-hearted stab at writing my own, since I enjoy these types of puzzles and also tend to enjoy programming solvers for puzzle games, but it's complex enough that I've never really gotten around to properly defining the methods of doing so.  :)  (I often only really end up completing my projects where the puzzle in question can be reasonably bruteforced, like I've done ones for Snakebird and Slayaway Camp.)  There's various sites out there dedicated to nonogram solvers, though.  Perhaps there'd be some useful code to yank from somewhere in here, for instance: https://webpbn.com/survey/

Good luck! :)

FYI, on 1.2, the Octopus puzzle (image above, in another thread) is still ambiguous at the end.  The others up to that point were definitely fixed, though -- thanks for that!  If you're not already running an automatic solver against all the game's puzzles, I'd definitely recommend you do that.  Running into ambiguities doesn't really encourage me to keep going through the puzzles.  :)

One more info-leakage, btw -- mouse went slightly too far while filling in this centered 4-piece, but the "4" remains dimmed even though what I've got on the board is a 5:


Another example of the game "leaking" too much information, btw - I've been racing through the early levels again, with the 1.2 release, and mis-clicked somewhere on this one, and the second-from-bottom row with the 8 clue did *not* auto-dim:

Obviously I'd have noticed the misclick quite soon anyway in this case (it's obviously failed the "2" column above, for instance) but on larger puzzles it might not be so immediately obvious, and I'd prefer the game let me discover on my own that I've screwed up, rather than leaking more information about the puzzle.  In this case the 8 should be dimmed, even though it's not the *correct* 8.

Or, of course, at least have the *option* to do the dimming that way.  I understand if you want to make the game friendlier for unfamiliar picross/nonogram players by default.  :)

Hello again!  1.2 is looking nice; thanks for giving out Steam keys over here as well.  :)

One feature request: I see that now, when clicking-and-dragging to paint a bunch of squares at once, every single square that you pass through will end up changing: if you're marking a tile or cross, and encounter an already-marked square, it'll invert those selections -- and also, if marking a tile, it will overwrite already-marked crosses, and vice-versa.  That's good functionality when just marking a single tile, but when dragging to do a whole row, IMO it should *only* change squares which would be changed in the *same* way as the originally-clicked tile.

For instance, I decided to wipe my save and start fresh for 1.2, since a few of the puzzles had gotten updated.   On one of the early puzzles, after marking the most immediately-obvious squares, I'd be likely to have something like this:


... my instinct is to right-click on the far left of the completed fourth row and drag the mouse all the way to the right, which leaves me with this, instead:


Whereas IMO the "paint"-like dragging should only affect squares which started out unmarked, just like the first one.  I've run into the same issue with the inverted marking -- I'll have a couple of squares marked as tiled, and want to "fill in" the rest of the row, but clicking-and-dragging will end up inverting the ones that are already marked.

Thx!

Maybe have it as another option?  I do appreciate when nonogram/picross games auto-dim completed numbers, so I wouldn't want to turn that off *entirely*; I'd just like to have it only do so when there's no other possibility.

Speaking of, though, I do appreciate the depth of options that are already in the game!  Lots of nice options in there to play how you want to play.  :)

Right, there should be no clues revealed at that point, because there's no way to know from logic alone whether that one revealed cell is the 1, or the tail end of the 6.  (That's how most other nonogram/picross games handle it, for the ones which auto-dim numbers when completed.)

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One more - Animals 5 (Crab).  Ambiguous ending corners on the bottom.  :)

Animals 6 (Goldfish) also has an ambiguity on the tail, at the end.

Also Animals 11 (Octopus) -- this one's a fun little multi-step ambiguity (and is another demonstration that the "finished" 1s on the far left and right really shouldn't be leaking that information, since you wouldn't actually know which of those you'd finished at this point):

(Will probably stop going through these for awhile, since it seems likely to keep popping up -- looking forward to having those resolved, 'cause the game's quite enjoyable, will be nice to get through the rest of the nice library of puzzles later.)

After playing a bit more, btw, I realize that part of this is also the inability to "take back" a move in general.  Like if I accidentally click on a square without meaning to (something that happens on a semi-regular basis for me whenever I play games like this -- just have an itchy mouse finger, apparently) and it happens to be *right*, I have no way of taking that back.  So I've just inadvertantly given myself information that I didn't actually know.

So yeah, much like the middle-mouse-button "mark" functionality, it'd be nice to be able to undo any selections by hitting the same mouse button that put them there in the first place.

Yeah, one example of the number hints being a bit too proactive can be seen pretty easily on Advanced 8 (Sunflowers) - The first thing I'd think to do is the 10-down:

The numbers on the left are telling you you've completed the 1, but logically it could just as easily be part of the 6.

Same thing on Intermediate 10, btw -- two possible solutions up top:



Cool, thanks!  As I said before, it's a quite enjoyable game.  The "feel" of the UI in here is excellent.  :)

Am I missing something, or does Intermediate 3 have two possible solutions for each of the bottom corners?

 

(heh, compressed the image size a bit much there.)  But yeah, from a logical perspective, each of those corners has two possible solutions, right?  Only one of the two is *actually* right, and you can certainly hazard a guess based on what the rest of the shape looks like, but I admit I'm not fond of ambiguity in these things.  I keep thinking I must be missing something obvious, though...

Hello!  Just picked this up, and having a great time with it.  I'm always fond of finding more Nonogram-style puzzles, especially ones with native Linux support.  Thanks for that!  :)

One thing that I'd love to see in the game, though, is an option to *not* auto-"fix" mistakes you make.  I know you can turn off the "mistakes" counter on there, but I generally much prefer having to notice that I've mis-clicked on my own, rather than having the game fill in the correct spot for me.  Obviously with this game's auto-coloration feature, you'd have to figure out some color to put in, for squares which are mistakenly marked but shouldn't be -- perhaps just average the surrounding colors where possible and iterate that way until the whole board's full?  As it is, whenever I do mis-click, I feel compelled to just restart the whole puzzle 'cause I don't really want help from the game.

Regardless, definitely enjoying the game, and glad I picked it up.  Cheers!