Nonozle
Wyvern
3 条留言
HopefulToad  [开发者] 1 月 24 日 下午 4:20 
No problem! I'm not really an expert at programming, so I suspect that if I were better at optimizing I could make things like the actionable line hints and advanced hint fading work better with larger puzzles. But it is what it is. And the game didn't have to be designed around the assumption of square puzzles, but it did make things simpler. Having a limited number of puzzle sizes also allowed me to do things like provide statistics for the randomly generated puzzles.
Midnight Da'Akan  [作者] 1 月 24 日 上午 2:35 
Ahoi! Tis been a pleasure, Been away from steam for a hot moment handling things, Though that is fully understandable! I do heavily appreciate the information being shared behind the inability of it all and such! Not so versed in the world of code as I used to be.

Though with the customisation and such, I was able to for the most part handle that with ghost lines myself in the 2nd one I'd uploaded, so that never became a need for me (something I had fully discovered after this!) So whether it would of been QoL, or something entirely different its far from needed! Thank you so much for the response though and providing some honestly really needed insight on the behind the scenes that I honestly could not of thought about myself!
HopefulToad  [开发者] 1 月 22 日 上午 8:19 
Hey, thanks for submitting content to the Workshop! Unfortunately, puzzle sizes larger than 30x30 are untenable in the game's current state, because 30x30 is already approaching the limit of hint readability, especially at lower resolutions. Also, at higher puzzle sizes certain features, such as random puzzle generation, advanced hint fading, and actionable line indicators, would start to become unacceptably slow.

When you say customization with the canvas size, do you mean (besides larger puzzle sizes) having the ability to choose non-square, non-multiple-of-five resolutions, like, say, 24x17? That could be technically doable, but it would be immensely complicated, since so much of the game is currently built around the assumption of square puzzles, so at this stage I don't think it would be worth it to implement. I'm sorry!