Version | 1.33 |
Zip size | 6,470 KiB |
License | MIT |
Updated | 02/11/2024 |
Downloads | 2,155 |
MD5 | 20c7328210a9c4de0d583a63113ab0d2 |
A Sudoku game made with SDL2.
Features:
- Sudoku puzzle generator
- Touch screen support
- A scrolling background that lets you change the size, scroll speed and scroll direction
- Those mini-numbers to help you keep track of harder puzzles
- An optional cheat that auto-fills a cell (press X or Y 10 times)
- 7 different MOD format songs
1.32
[Vita] Fixed a save data bug
[Vita, Wii U] Fixed the Touch Screen option being missing from the Controls menu
[PC, Linux] Adjusted keyboard input so it works as intended on non-Windows machines
1.31
Before the update notes, an important message:
This is probably the final update! I could keep adding new features and making minor tweaks forever, but I have to call it some day, and that day is today. I may make another update if a bug needs to be fixed, and I'm not ruling out the possibility of ports to additional systems (those would be added to this release after the fact), but consider SuDokuL to be complete!
With that out of the way, here's what's been added this time. A lot of polish:
In case you missed it:
The following new ports were retroactively added to v1.3, but are included from the start in this release: Wii, Gamecube, Linux, and FunKey
SuDokuL is now fully compatible with SDL1
New Additions:
Added Frame Rate setting; this game can already run fine at max framerate on all systems, but a lower framerate could result in better battery life on handhelds
Enabled VSync
[WII] Added analog input for Classic Controller
[Wii] Onscreen cursor now rotates with Wii Remote accelerometer
Fixes + Polish:
Removed Integer Scale setting; this was already unused on consoles, and recent changes made it redundant on PC
Increased minimum outline size for header text and grid numbers; this makes resolutions below 480p more readable
Rearranged some text for 1:1 screens
Polish and code cleanup
[PC] Key to toggle fullscreen has been changed from F to F11 or R3 on controller
[PC] Removed the dividers on the Controls screen (they were already removed from consoles, might as well make it consistent)
[Wii] Adjusted controls; Start/+ is now always Pause
[Wii] Fixed pointer controls bring inaccurate at certain resolutions
[Gamecube, FunKey] Fixed a minor bug in the Controls menu
[Vita, Wii U, Switch, FunKey] Increased default background size
[FunKey] Fixed the background scroll direction being incorrect for some angles
Enjoy!
1.3
Added save data support; quit a game and come back to it later!
Added a new cheat: Press B then Y (or Backspace then Period on keyboard) four times to clear all mistakes
Added Native screen scaling options that can match either your entire screen or a specific aspect ratio
Added 7 new background patterns
Added one new song
Added support for 1:1 displays at resolutions of 240x240 and above
Also removed 21:9 option; you can still use the new Native setting to achieve this
All game assets are now compiled into the executable, meaning fewer files to manage and faster initial load times on consoles
Cheats can now be accessed on mouse/touch-only devices by tapping the first (for cheat 1) or second (for cheat 2) icon on the sidebar eight times
In addition to pressing R like before, you can now also change the current song by tapping the third icon on the sidebar three times
Lots of polish and code cleanup
Updated SDL2 on all systems
[PSP] Reduced font size at full resolution (it looks cleaner)
[Wii U] Now supports up to 1080p thanks to recent SDL2 updates
[Wii U] Added WHUB to release
1.2
Ported to PSP!
- I'm not sure if this works on a real PSP-1000 (the model with less RAM). It should work - it runs in PPSSPP set to PSP-1000 mode - but I haven't tested it myself on a real 1000 model.
Added integer scaling option (enabled by default) for resolutions that are smaller than the actual screen resolution
- This replaces the old Fullscreen menu option (PC users can still toggle fullscreen by pressing F)
- This does nothing on Android since the Android version always runs at native resolution; instead, Android gets a toggle for showing/hiding the top status bar
When using a resolution that's smaller than the screen's resolution, the window is now rendered to the center of the screen, meaning consoles can now make better use of smaller resolutions
- This does not work on PSP since its version of SDL_RenderSetViewport() doesn't work properly
- (Suggestion for handheld Switch and Wii U gamepad users - try setting the resolution to 720p/480p resolution respectively with integer scaling turned off for (very close to) native resolution on handheld! Widescreen 240p also looks great on these systems)
Added a loading screen upon booting the game instead of staying on a blank screen until everything is loaded
Added 240p, 272p, and 544p logos so the logo now looks clearer on those displays (like the Vita)
Added a few more resolution options
Adjusted grid number positions on Vita so they don't bleed into the grid
Fixed a bug involving mouse/touch controls when used alongside button controls
Fixed the background randomly jumping around upon loading a puzzle
Pressing L/R to change songs now saves the current song setting
The controls screen now properly reflects swapped Confirm/Back buttons
Reduced number of button presses required for the cheat from 10 to 8
A LOT of other polish/minor bug fixes
1.12
Added analog input
Assorted polish + code refactoring