[Kde-games-devel] Questions about including a new game

Jakob Gruber jakob.gruber at gmail.com
Fri Feb 24 11:21:01 UTC 2012


On 02/21/2012 09:16 PM, Wolfgang Rohdewald wrote:
> Am Dienstag, 21. Februar 2012, 19:16:12 schrieb Jakob Gruber:
>> I'd appreciate it if you could let me know if you 'like the look of my
>> game'
> 
> I can imagine spending some time playing with this game but I do not
> really like the colors.

Thanks for taking the time to play and write this up!

I've pushed the repo to playground earlier today. Any comments and/or
help are *very* welcome.

https://projects.kde.org/projects/playground/games/picmi

> 
> What I would like:
> - fully keyboard enabled (the menus cannot be reached with keyboard)
> - KDE online help
> - the usual menu entries like changing language or background

Switching to KXmlGuiWindow and StandardActions should address these
points (although I'm not sure what you mean by menu entries for changing
language/background, I've never seen those).

I haven't yet figured out how to write help files, but I will read up on
them in the next couple of days. As I understand it right now, both help
and translations are not handled in the project repository itself?

> - on first installation, hint mode should be active (I would call that
> checkbox "Hints Mode", IMHO a checked box should activate things)

Makes sense. I've also renamed the option to 'Prevent Mistakes'.

> - change hints mode while playing
> - a checking command which tells you if what you did so far contains
> any faults (should not actually show single faults IMHO)

I'm not sure if I like changing the mode while playing - up to now, I've
always seen it as an integral part of a puzzle, same as its dimensions.
Couldn't the check command could be used to cheat - just place a box
anywhere and check if the board contains mistakes?

> - the possibility to cross out a field which the player thinks should
> stay empty - or do game rules not allow that?

You mean the right mouse button / 'X' ? ;)

> - maybe a demo mode like in the picture at 
> http://en.wikipedia.org/wiki/Picross
> 
> you have your own class for high scores - did you look at the two
> implementations in libkdegames?

I've since switched to these classes.

> did you consider trying to use some ksudoku classes for the
> game layout? There seem to be similarities

Not yet. I looked at ksudoku and kmines alot to figure out how some of
these components worked, but didn't reuse any classes.

Jakob


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