Minesweeper (Remake)

manual

Generate a two-dimensional playground by choosing a specific length and height, and the number of bombs in it. Meanwhile you can keep an eye on the difficulty (Level). Next, press start.
Click on any field. This will reveal one or several numbers. Each number tells how many bombs there are around the specific field. This means, there can be up to 8 bombs around one field, while there might be fields with not even one bomb around („zeros“). 
Right-Click to mark a field with a flag, in case you think there’s a bomb underneath (just an additional function, not needed to finish the game).

Goal of the game is to destroy all fields with no bombs. 
Good luck!

some words

As this is a copy of the game, I want to thank those, who came up with this great time-killer back than.
For me it’s the second game I finished, made with the knowledge I already earned in combination with some reminders via Web-Research.
The challange was to make this without searching explicitly for „How to make Minesweeper in Unity“. 
So I had to think about all the features and how this game might work before I was even able to start programming. While it seems, for a game like this, not to be that hard to understand the mechanics behind, there were some cases I had trouble with.
Best example was I had to come up with an algorithm which handles to find all other „zeros“ around, in case the player clicks on a „zero-field“.
When I finally figured out how to solve this, even though the algorithm is pretty inefficient, it was a really cool moment for me, when it worked the first time.    

If any problems occure, please contact me via Mail:
admin@lsdesign.info

updates

Website-Update (15.09.2022)

Fullscreen-Button now on top instead bottom. Easier to reach for Mobile users. No more need to change into Desktop-Mode. 

v1.2.6 (10.09.2022)

Improved code-performance increases max. possible bombCount.
BombCount now generally limited to 50% of playground-size as a maximum level (it makes no sense to offer more imo) 

Bug Fix:
Decrementing playground-size now decrements bombCount correctly, instead of causing bomb-portions of >100%.

v1.2.5 (09.09.2022)

Added Zoom for MouseWheel-Scroll for PC users with cursor-follow.
When GameOver, you now can look up the whole field by panning and zooming in the background of GameOver Menu.

UX:
Panning is now only possible in relation to depth of zoom.
With this there is no more possibility to pan when fully zoomed out.
Also, when zooming out, viewport now moves automatically towards initial state. 

v1.2.4 (08.09.2022)

UI:
Incrementing/Decrementing-Buttons got expanded by +/- 5, 10 and, in case number of fields is >= 400,buttons for +/-50 for bombs appear.
Max. bombCount got limited to 801 because of performance.

UX:
Panning now possible after a threshold of 0.1 seconds, so chances of unintended panning when clicking decrease.

v1.2.3 (06.09.2022)

Bug fix:

When enabling the setFlag-Button, if a field was underneath, it got destroyed. This issue got solved.

v1.2.2 (06.09.2022)

New Button enables mobile players to mark fields with flags.

Bug fix:
Jittering should now be gone when zooming.

v1.2.1 (05.09.2022)

Zoom and Panning added for mobile users, now able to play bigger playgrounds on small screens. 

v1.1.3 (31.08.2022)

Even better screen-size adjustment! Now considering your individual device screensize.

Bug fix:
Flags were invisible in previous version.

v1.1.2 (30.08.2022)

Improved adjustment of viewport when length > height.
(meaning, Camera distance depends on ratio of height/length now instead of a fixed number, with the advantage of using the whole viewport-potential given by missing height) 

LSDesign
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