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Re: PureMondrian
Posted: Sat Jul 13, 2024 9:24 am
by zikitrake
Thank you. added to my repository

Re: PureMondrian
Posted: Mon Jul 22, 2024 11:49 pm
by jacdelad
New release and updated code on GitHub (
https://github.com/jacdelad/PureMondrian):
- 88 new puzzles
- Save system to save progress
- Timer
- Solve button hidden
- Bugfixes
Now I want to redesign the puzzle list, add a puzzle creator (with solvable puzzles), inputs optimized for touch, unlocking puzzles step by step and a "soft solving"-button, which only places one tile. Then it's done.
Re: PureMondrian
Posted: Tue Jul 23, 2024 3:08 pm
by ebs
@jacdelad,
This keeps getting better and better. Thanks for the update!
Regards,
Eric
Now off to find the Solve button... 
Re: PureMondrian
Posted: Tue Jul 23, 2024 9:07 pm
by jacdelad
Hi Eric,
thanks for kind words. The solve button is not hard to find, especially since you have the source on hand. I still would recommend you to play the puzzles since it's much more satisfying to solve one (especially when it takes hours).

Re: PureMondrian
Posted: Wed Jul 24, 2024 4:34 am
by jacdelad
1.4 in GitHub: updated GUI, now you need to solve 50% of the puzzles of a difficulty to unlock the next difficulty level, bugfixes.
The ToDo-list is getter shorter.

Re: PureMondrian
Posted: Wed Jul 24, 2024 6:58 am
by idle
jacdelad wrote: Wed Jul 24, 2024 4:34 am
1.4 in GitHub: updated GUI, now you need to solve 50% of the puzzles of a difficulty to unlock the next difficulty level, bugfixes.
The ToDo-list is getter shorter.
Its quite addictive, would make a great unlock desktop screen. Get back to work, I'm trying!

Re: PureMondrian
Posted: Wed Jul 24, 2024 12:56 pm
by jacdelad
Hi idle, what do you mean by "unlock desktop screen"? An animation when unlocking a new difficulty level?
Re: PureMondrian
Posted: Wed Jul 24, 2024 8:49 pm
by idle
jacdelad wrote: Wed Jul 24, 2024 12:56 pm
Hi idle, what do you mean by "unlock desktop screen"? An animation when unlocking a new difficulty level?
No i mean replacing the login screen. Who needs a password when you can spend half an hour trying to solve a puzzle.
Re: PureMondrian
Posted: Thu Jul 25, 2024 4:10 pm
by moulder61
@jacdelad
It was really bugging me that I couldn't play PureMondrian since the inclusion of vector graphics, and my ability to understand the code was limited, but I am very stubborn and don't like to be beaten, so, I managed to work out the problem with it not working for me in Linux.
If it affects anyone else, try removing #PB_Canvas_ClipMouse from line 895. That did it for me.
The game doesn't look as good in a dark theme, so I'll probably tweak it a bit to my liking. Very nice game though.
Moulder.
Re: PureMondrian
Posted: Thu Jul 25, 2024 8:51 pm
by jacdelad
Hello moulder!
Thanks for letting me know. I'll try out how it works without ClipMouse, maybe this isn't needed. But, I don't think the ClipMouse-problem is vector-related.
I know there's problems with dark themes. I'll try to change that in a future version. In the meantime, the solve buttons has been reactivated and appears automatically when 10 minutes have passed.
Re: PureMondrian
Posted: Thu Jul 25, 2024 11:32 pm
by moulder61
I kind of fluked the discovery. I was wondering why I couldn't grab the pieces and figured it must be mouse related so searched for any mentions of mouse in the code.
I didn't know what clip mouse meant so I removed it to see what happened? It just happened to be the fix for my issue and didn't seem to affect anything else.
Regarding dark themes. The first image is your original code, the second my tweak. I basically just changed black to grey and blue to red. It pops out a bit more now.

Looks OK on a light theme too. See third image.
Moulder.

Re: PureMondrian
Posted: Thu Jul 25, 2024 11:38 pm
by jacdelad
Hi moulder61,
this looks good, though it's a bit too much red for my taste. I'll consider this. And thanks for the screenshots, a picture says more than 1000 words.
The ClipMouse-flag prevents the mouse from leaving the gadget, when a piece is grabbed. That's all.
Update: I uploaded a modified code, which shall look better with dark themes. Does it work? I know how to read the different colors in Windows, but that's all. It would be cool if PureBasic had a built-in function which would work on all platforms, like GetSystemColor(SomeElement).
Also: The puzzle list looks a lot different on Linux. Is there a way to change this? I did it for Windows and it shows 3 puzzles on each line (which looks much better).
Re: PureMondrian
Posted: Fri Jul 26, 2024 9:40 am
by AZJIO
I don't like the gradient on the buttons and rounded corners. It used to be better, but you need to paint it with less bright colors.
The gray color is really perfect for a black and white theme.
Re: PureMondrian
Posted: Fri Jul 26, 2024 1:38 pm
by moulder61
@jacdelad
I saw the colour was a constant, #Blue, so just tried #Red instead. I just wanted something that showed up better against the dark background and also worked on a light background, but it is a bit loud!

I'll check out your modified code a bit later and let you know what I discover.
All I can say regarding ClipMouse was that I couldn't pick up the pieces, and if I tried, the program hung and was mostly unclickable anywhere.
Other than screenshots you might have uploaded previously, I don't know what it's supposed to look like in Windows? I have no idea how you would get 3 buttons in a line? I vaguely remember when I tried modifying an earlier version that the button width might have been set to 180? Not sure, but maybe it's something to do with that? I'll see if I can work it out?
Moulder.
Re: PureMondrian
Posted: Fri Jul 26, 2024 2:06 pm
by AZJIO
Make it possible that when a thrown piece overlaps other pieces, the old ones are removed. Then you won't have to manually remove it before throwing in a new one.