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Su-per-Doku

   2.1  

Karamba

Score 65%
Su-per-Doku
zoom


Link:  Link
Downloads:  4366
Submitted:  Feb 6 2006
Updated:  Dec 3 2006

Description:

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).




Changelog:

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.




LicenseGPL
(toup hoint hwan)
(forums - post bugs and feature requests here)
(changelog)
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-
.

 cool

 
 by xam on: Feb 12 2006
 
Score 50%

This is a very cool karamba applet but I would like to see this also as a kde application.


Reply to this

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 Re: cool

 
 by Matti on: Feb 12 2006
 
Score 50%

Why?


Reply to this

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 Re: cool

 
 by Renze on: Feb 15 2006
 
Score 50%

http://www.kde-apps.org/content/show.php?content=28792


Reply to this

-
.

 problem...

 
 by fieberis on: Mar 9 2006
 
Score 50%

Changing Status to: creating puzzle ...
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?


Reply to this

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 Re: problem...

 
 by Matti on: Mar 9 2006
 
Score 50%

You have a version of superkaramba that is lower than v0.37.


Reply to this

-

 defect

 
 by timbuck02 on: May 2 2006
 
Score 50%

the show missing/incorrect highlights everything (in red) even if it is correct.


Reply to this

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 Re: defect

 
 by Matti on: May 3 2006
 
Score 50%

What version are you using? Can you post a link to a screenshot?


Reply to this

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 Re: Re: defect

 
 by timbuck02 on: May 8 2006
 
Score 50%

I can't post a screen shot here, but here's the details:

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.


Reply to this

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 Re: Re: Re: defect

 
 by Matti on: May 9 2006
 
Score 50%

How do you know it's correct? I had one guy email me complaining that the puzzle never told him it was solved when he thought he'd completed it correctly. He had not read the rules of sudoku fully, and had many of the numbers wrong. Can you host your screenshot on http://imageshack.us. Then I can have a look at it to see what's going on.


Reply to this

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 Re: Re: Re: Re: defe

 
 by timbuck02 on: May 12 2006
 
Score 50%

here's the before shot
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


Reply to this

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 Re: Re: Re: Re: defe

 
 by timbuck02 on: May 12 2006
 
Score 50%

here's the before shot
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


Reply to this

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 Re: Re: Re: Re: Re:

 
 by Matti on: May 12 2006
 
Score 50%

I see where the issue is - although I'm not convinced it's a bug yet - I'll need to check the code.

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.


Reply to this

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 Re: Re: Re: Re: Re:

 
 by timbuck02 on: May 15 2006
 
Score 50%

that was it, I wasn't pressing after typing in the number. Thanks!



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