Sailmines

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Sailmines is a minesweeper game for Sailfish OS, and it is my first foray into QML and Linux app development in general.

Planned features:

  • Auto-save progress so that you can pick up again where you left off in long games

Known bugs:

  • Really large minefields with really small numbers of mines behave a bit weird.

Icon attributions:

Github Repo: https://github.com/sharks-dev/SailMines

Screenshots: 

Category:

Keywords:

Application versions: 
AttachmentSizeDate
File harbour-sailmines-0.8-1.aarch64.rpm73.7 KB14/11/2024 - 08:09
File sailmines-0.1-1.aarch64.rpm48.06 KB08/11/2024 - 04:39
File sailmines-0.2-1.aarch64.rpm48.76 KB31/10/2024 - 14:07
File sailmines-0.3-1.aarch64.rpm48.94 KB01/11/2024 - 10:24
File sailmines-0.4-1.aarch64.rpm49.62 KB08/11/2024 - 04:38
File sailmines-0.5-1.aarch64.rpm49.97 KB08/11/2024 - 07:21
File sailmines-0.6-1.aarch64.rpm49.95 KB09/11/2024 - 07:27
File sailmines-0.7-1.aarch64.rpm71.35 KB10/11/2024 - 06:10
Changelog: 

v0.8: Mainly under-the-hood updates

  • The timer now pauses when the minefield is not on screen
  • Adding translation support (though I don't speak any other languages!)
  • Changing application name from 'Sailmines' to 'harbour-sailmines', as it should have been from the start.
  • Cleanup of some of the codebase

v0.7: Lots of new features:

  • New App Icon!
  • Fixed bug that allowed 'flagging' of already known-safe cells
  • Fixed bug that broke the game when trying to reduce the minefield size
  • Added option to change the 'hold' delay
  • Added option to ensure the first tap of each game would always result in a protected space (rather than right next to or on top of a mine)
  • Added option to prevent accidental taps of cells with the wrong number of flags surrounding them

v0.6: Added persistent storage of user settings, squashed some bugs, fixed some typos.

v0.5: QoL improvements:

  • Added 'hints' to make it easier to tell when you've flagged your minefield correctly
  • Fixed the bug that required manual restarting of the game after adjusting the minefield dimensions

v0.4: Some big(?) changes!

  • Moved the toolbar to the bottom of the screen for easier one-handed action
  • Added a bit of a buffer around the minefield so you don't have to reach right to the edge of the screen anymore
  • Added fine-adjustment for the mine count and minefield size in the settings page
  • Added option to swap the controls in the settings page
  • Adjusted some strings, squashed some bugs and probably created loads of new bugs

v0.3: Added functionality to allow the user to zoom in and out when navigating the minefield.

v0.2: Initial release, customisable minefield with panning/scrolling support.

v0.1: Initial build, no options the user can set. A working 10x10 grid with 5 mines.

Comments

rob_k's picture

Thanks, I'll try it. I think there should be a time-out after one cell is opening. There seems a chain reaction going on. And maybe there is a way to pinpoint the touch area to the centre of it?

rob_k's picture

Really great initiative! Maybe my fingers are too big... I often get an exploding bomb, when I aim for a cell nearby.

Sharks's picture

Thankyou! I'm glad you're enjoying the game, but sorry to hear its a bit fiddly for you! Have you tried zooming right in? I like to play at or near the highest zoom level to try to reduce the chance of "fat-fingering" the wrong square.
I was also thinking of adding the option to increase the long-press delay time. Depending on which control mode you're playing in, that might reduce the chance of accidentally hitting mines.
If you have any other suggestions, please let me know!
Edit: I've made some changes in v0.7 that might help!