
Source (link to git-repo or to original if based on someone elses unmodified work): Add the source-code for this project on opencode.net
I was thinking about the lack of games that have been written using superkaramba (I think this is the first). I've always found sudoku an addictive puzzle game, and always wanted to write one, so I could play it when I wanted instead of waiting for the paper to arrive. So here it is; a sudoku game for superkaramba.
Features:
- Generates its own 9x3x3 puzzles;
- Four levels of difficulty;
- Toggle hints on/off;
- Enter and display possible candidates for cells;
- Auto-solve;
- Status messages to let you know what's going on;
- Auto-save on every move, and auto-restore on restart.
Please read the user guide on the download page. Have fun. If you find any bugs, or want any features, please post to my forums (see link below).
14 years ago
2.1
Fixed persistent notes issue on creating a new game.
2.0
I've changed the puzzle generator and solver. I've borrowed these from python sudoku (http://pythonsudoku.sourceforge.net). This provides a faster and more robust generator. It also means that the difficulty levels mean something. Previously, there wasn't much difference between the difficulty levels. Now there's a clear difference.
1.1
This version brings some new features, interface enhancements and bug fixes:
* Your game is now saved every time you make a move. So if you turn off Su-per-Doku half way through a game, it will be restored exactly as you left it the next time you start Su-per-Doku;
* Numbers entered into a cell are now green. They will turn red once you press enter. This means that you can tell at a glance whether you've entered a number into the puzzle properly. Any green numbers are not entered properly;
* Numbers deleted from a cell are deleted out of the puzzle's progress counter. Previously, these were not deleted, and you could have the strange situation where the puzzle was solved, even though some boxes appeared to be empty (because you'd deleted the number, but the puzzle still thought the cell was filled correctly).
1.0
First release.
14 years ago
2.1
Fixed persistent notes issue on creating a new game.
2.0
I've changed the puzzle generator and solver. I've borrowed these from python sudoku (http://pythonsudoku.sourceforge.net). This provides a faster and more robust generator. It also means that the difficulty levels mean something. Previously, there wasn't much difference between the difficulty levels. Now there's a clear difference.
1.1
This version brings some new features, interface enhancements and bug fixes:
* Your game is now saved every time you make a move. So if you turn off Su-per-Doku half way through a game, it will be restored exactly as you left it the next time you start Su-per-Doku;
* Numbers entered into a cell are now green. They will turn red once you press enter. This means that you can tell at a glance whether you've entered a number into the puzzle properly. Any green numbers are not entered properly;
* Numbers deleted from a cell are deleted out of the puzzle's progress counter. Previously, these were not deleted, and you could have the strange situation where the puzzle was solved, even though some boxes appeared to be empty (because you'd deleted the number, but the puzzle still thought the cell was filled correctly).
1.0
First release.
timbuck02
14 years ago
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Matti
14 years ago
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timbuck02
14 years ago
I am running RH FC1, KDE 3.5 and Superkaramba 0.39
The game level I'm playing is "torture", and if put in a correct number (one that's obviously correct) and select the "show missing/incorrect" button all boxes not standard turn red.
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Matti
14 years ago
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timbuck02
14 years ago
http://img368.imageshack.us/img368/5455/before7wl.png
here the screen shot after toggling "show missing/incorrect"
http://img359.imageshack.us/img359/999/after5dr.png
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Matti
14 years ago
At the moment, you need to enter the number and then press for su-per-doku to recognise that you've entered a number, otherwise it doesn't know whether the number should be a note or an actual answer. If you press enter after putting a number in, the "show missing/incorrect" should work.
If a number is green, it is only preliminary. Press enter to enter it into the puzzle as an answer.
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timbuck02
14 years ago
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timbuck02
14 years ago
http://img368.imageshack.us/img368/5455/before7wl.png
here the screen shot after toggling "show missing/incorrect"
http://img359.imageshack.us/img359/999/after5dr.png
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fieberis
14 years ago
Call to meterClicked failed
Traceback (most recent call last):
File "/root/Desktop/sudoku/skudoku.py", line 412, in meterClicked
setupPuzzle(widget)
File "/root/Desktop/sudoku/skudoku.py", line 179, in setupPuzzle
layoutGrid(widget)
File "/root/Desktop/sudoku/skudoku.py", line 91, in layoutGrid
cell = karamba.createInputBox(widget,grid_ref_x[j]+1,grid_ref_y[i]+1,21,21,'')
AttributeError: 'module' object has no attribute 'createInputBox'
What could be wrong?
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Matti
14 years ago
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xam
15 years ago
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Renze
15 years ago
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Matti
15 years ago
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Ekardnam
15 years ago
Traceback (most recent call last):
File "/home/hans/Design/Karamba/skudoku-1.0.skz/skudoku.py", line 3, in ?
File "/home/hans/Design/Karamba/skudoku-1.0.skz/MakeSudoku.py", line 3, in ?
File "/usr/local/lib/python2.4/random.py", line 68, in ?
import _random
ImportError: /usr/local/lib/python2.4/lib-dynload/_random.so: undefined symbol: _PyArg_NoKeywords
Sorry, what do I need? :/
(I'm using KDE 3.5.1, Superkaramba 0.28 and Slackware 10.2).
Thanks in advance! This theme looks really neat :3
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Matti
15 years ago
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Hintzy
15 years ago
Thanks, as always, and keep up the great work! :-D
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mebrelith
15 years ago
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pembo13
15 years ago
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peluzza
15 years ago
"why to create games for computers? are working tools..."
be in the 21th, desktop also its fun.
nice work. keep working... and have FUN!!!
K_enjoy
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Matti
15 years ago
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velista
15 years ago
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Matti
15 years ago
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loggeman
15 years ago
//Logge
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p0z3r
15 years ago
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