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So this is probably something I should already have done - I'll add it to my list of "things to do"... :)
You can at least play the new Nurikabe puzzles okay, so long as you don't need to mark in the white squares. :)
Hehe hungry to play puzzles when I go on vacation without a computer ...
Good luck with the job!
Sorry for my english (the google translator help only a bit)
I have a lot of tidying and other stuff to do before this is fully finished - refining the button layout, setting some device-specific options, and a dedicated game options panel designed for touchscreen use, for example - but I wanted to share this news right away!
It's bizarre. I've spent a long time trying to profile it but all I have worked out is it happens precisely when it tries to pop open the 'rate this puzzle' window, and yet that works fine when you complete the puzzle normally. I've tried all sorts of variations but even just window.open('','','') causes it to crash at that particular point.
If you try this and it works or doesn't work for you, please let me know. What I see is that once the new 'give up' window has opened, all links in Safari in every window stop working.
It crashes every time for me on iOS6 on iPad, yet iOS6 on iPhone 4 works fine for me. It also works on an old iOS3 iPod Touch.
Anyway, the latest version of the players is now live - now there is full iPad and iPhone (and Android) support for ALL of the players, including Slitherlink, Hanjie, Nurikabe and Hitori. These play really smoothly - you can drag to shade multiple cells and so forth.
The iPhone version behaves differently on iOS6 to on earlier versions due to the new 'full screen' mode in Safari. On iOS6 you should press the icon at the bottom-right of the screen in landscape view to activate full screen (if it doesn't do it automatically). On older devices you don't need to press anything - just turn the device on its side and it will flip up the browser decorations at the top of the screen to maximise the space available. It's not quite full-screen, but nearly. [Annoyingly iOS is not consistent in how it handles this - the old 'mostly maximised' mode does not re-report its screen height as a percentage when it resizes (the new screen is over 100% high in terms of CSS settings), so I can't support both modes at once with the new player code which lets the browser handle the play area resizing (ironically my old code would have handled this anomaly, but it was far less reliable in general cross-browser so I'm sticking with the new method!)].
Congrats. I think your community is very happy with this announcement.
The number entry ones work well on the train using the iPhone too - some of the shading ones are a little fiddly on the tiny screen, although for their size about as good as they can possibly get I think. The last thing I plan to add at some point is 'app mode' support for iPhone, which would mean if you bookmarked to the home screen it could stay in full-screen mode all the time. For that I need to change the way every link on the website works, however, so it's a longer-term project. And currently I don't believe many people really are using PuzzleMix on iPhone.
Therefore today I fixed an outstanding issue where on a PC with a touchscreen you would incorrectly get the touchscreen-only interface, not the regular PC interface (except in Internet Explorer). Now you will see the option to switch to the touchscreen ("Keypad" in the number players, "Touch on" in the shading players), but it won't force you to use the touch interface.
There is one problem with the touch implementation on PCs, which is that while it works fine on the number players you'll find that on the shading puzzles you are currently unable to clear cells in Firefox or Internet Explorer - you must use Chrome. And in Chrome, touch will only work in these shading puzzles when you press the 'Touch on' button. Press 'Touch off' before moving the mouse over the puzzle - you'll see why if you try it!
Fixing touch play on a PC is on my to-do list, but since I'm not sure anyone really uses it it isn't my priority. I need to rewrite the way it behaves since currently it doesn't like having both touch and click events mixed together.
Touch continues to work fine on iPad, iPhone and iPod, except that 'undo' needs lots of hits if you drag to shade in the shading puzzles. There are some issues in some Android browsers, which are a bit temperamental - they are updated a lot more frequently than iOS browsers so it is harder to keep up with changes. In particular there were some critical touch bugs in Android Chrome (itself, not puzzlemix) to do with reading browser coordinates (it returned the wrong offsets) which have resulted in some messy code that can cause compatibility problems. I will look at this again when I have time.
Please do post here if you have any particular issues, including the above - it would be interesting to know if anyone cares about fixing these things.
1) the 'touch on' button will only show on the shading players on a PC if touch screen capability is detected.
2) on a PC if scrollbars appear on the right-hand side player window controls in the shading players this will no longer cause the 'fix colour' buttons to break onto the next line in touch mode.
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