App Details
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
Screenshots
Changelog
1.4
An update! This one is full of fixes and improvements. And also...
New Ports:
Added 3DS port! This version allows you to swap between the top and bottom screens, so you can choose between the top screen's wider aspect ratio or the bottom screen's touch controls.
It runs at an average of around 58 FPS on a New 3DS, or around 21 FPS on an Old 3DS (though this only really affects how smooth the background scrolling is).
(Re-)Added Android port! This was dropped a few versions ago, but now it's back with all the latest enhancements. And your game is now autosaved when you minimize the app via the Home/Recent Apps button.
If you already had the old version installed, you should uninstall it before getting this one since it won't overwrite.
Changes:
Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.
Scaled background size relative to screen resolution. This means all resolutions should now have around the same background sizes as opposed to large resolutions being tiny.
Redesigned the grid and menu cursors. The grid cursor is now slightly smaller in 240p, and slightly larger in other resolutions.
[PC (Windows+Linux)] Progress is now autosaved when exiting via the window's X button (or right click -> Close window).
[Linux] Set Native resolution as default.
Technical Improvements:
Tons of performance optimizations! These were needed for the 3DS port since it uses software rendering, but other systems also benefit. These include heavily optimizing sprite transparency, scaling, text surfaces, and code inlining, along with a bunch of other minor optimizations that add up.
3DS frame rate is around 2-3x what it was before these changes were made.
To use an existing port as a comparison, PSP FPS increased from low 40s to low 50s.
Reduced file size, RAM usage, and load times by optimizing graphics.
The FunKey version in particular is now less than 1 MB!
[Windows] The game is now compiled with MSYS instead of Visual Studio, and DLLs are now statically linked to the executable. That means the entire game is now a single EXE.
In my testing, the x64 version flagged Windows Defender on one machine. This is a false positive; if it happens to you, just use the x86 version instead.
Other assorted improvements and cleanup.
Bug Fixes:
Fixed grid number placement. Numbers are now more consistently in the middle of each cell, regardless of resolution or position.
Improved grid cursor placement. Likewise, the position of the cursor sprites is now more consistent.
[FunKey] Fixed some visual inconsistencies to match the SDL2 versions.
Enjoy!
1.33
A quick update addressing some Wii U issues regarding the WHUB version.
[Wii U] Fixed the home menu icon
[Wii U] Hid the RPX version from the system menu in Aroma (now only WHUB shows)
[Wii U] Removed the Quit button from the WHUB build so you can now only quit from the Home button
Quitting from in-game previously caused a softlock in Aroma; the RPX (Homebrew Launcher) build still has this option
For the same reason, also reworked the "Exit Game and Apply Changes" button on the WHUB build into a "Save Changes (Restart To Apply)" button
[Wii U] Pressing L/R to change music no longer immediately saves the music index
SDL2 counts the home button menu's "Close Software" button as an L button press for some reason, so quitting with this method would also change+save the song index; removing the save fixes this
Only the Wii U version has been updated; other versions are unchanged.
Enjoy!
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