[Kde-games-devel] Kmines

Ethan Anderson ethana2 at gmail.com
Fri Aug 1 05:03:52 CEST 2008


> Eh? LMB+RMB works fine for me, which is the same control I'm used to
> from 'doze.

'used to' has killed small woodland creatures.  Your playing style
wears my fingers out, and I happen to be 'used to' something else.
Also note that you can make something better and you'll get used to
it, but being used to something won't make it better.
I advise trying a fullscreen game with a gigantic playing field all
the way through.  I think it's one mine per 6.7 spaces..  not sure,
you could do the math.

> Hmm, sounds interesting, but seems like it would be very hard. Speaking
> of variations, another I've played is where you have a start and end and
> have to make your way across the board, and you only know how many mines
> are adjacent to your current position.

First you'd go through and identify all the places in the code where
it's assumed the maximum number of mines is 1 and replace them with
scalable code.  It's like taking newtonian physics and turning it into
relativistic physics.  When you /are/ dealing with games where the max
is 1, the behavior would be the same-- you don't have to present it to
the end user until it's done.
--that sounds like an interesting game, if kmines added a mode like
that, I'd certainly try it out :)

>> I also have some theme ideas and may be able to provide some art themes, such as
>> --nuclear  for 1 mine per space configs
>> --biohazard  for 1 mine per space configs
>
> Sounds interesting, do you do art?

I could certainly try.  I have some knowledge of inkscape and a scanner.

>> --Windows  for 1 to 3 mine per space configs
>
> Eh? Did that horrid OS I won't name ship with a multi-mine-per-space
> variant?

This has nothing to do with the OS.  We simply use those whom we do
not speak of as the hazards on the field.
One adjacent mine is '95, two is XP, three is Vista.


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