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Blockbuster - game in development

game assembler cartridge

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#26 sometimes99er OFFLINE  

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Posted Tue Aug 14, 2018 7:59 AM

Wow, fantastic! It is on a good way to find a place in one of my Carts :P

 

Thanks. :)



#27 fabrice montupet OFFLINE  

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Posted Wed Aug 15, 2018 1:35 PM

I like both graphics and concept! :-)



#28 sometimes99er OFFLINE  

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Posted Fri Aug 17, 2018 1:34 AM

Thanks for likes and feedback. :)

 

Scoring has now been implemented.

 

Below I've put in some delays whenever the score is updated. Firstly 3 blocks are removed. Then comes a special 4 block removal. And finally one pile is cleared.

 

blockbuster09.gif

   

Scoring:
3 blocks: 1 point
4 blocks: 20 points
Pile cleared: 5 points
Both piles cleared: 15 points
 
 


#29 sometimes99er OFFLINE  

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Posted Sun Aug 19, 2018 12:22 AM

Thanks for the likes. :)
 
A timer has been added. When the test tube fills, time runs out, and your blocks are automatically inserted.
 
The animation below demonstrates this. The final game will start out at a slower pace.
 
blockbuster10.gif
 
 


#30 Ksarul OFFLINE  

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Posted Sun Aug 19, 2018 8:26 PM

The timer is a great addition here!



#31 OLD CS1 OFFLINE  

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Posted Mon Aug 20, 2018 12:04 PM

Is there any penalty for allowing the timer to expire, other than potentially screwing up a stack?



#32 sometimes99er OFFLINE  

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Posted Mon Aug 20, 2018 2:47 PM

Is there any penalty for allowing the timer to expire, other than potentially screwing up a stack?

 

No. In case one stack fills up and there is not 3 or more adjacent blocks, then it's game over.


Edited by sometimes99er, Mon Aug 20, 2018 2:50 PM.


#33 sometimes99er OFFLINE  

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Posted Fri Aug 24, 2018 2:45 AM

Thanks for likes and feedback. :)
 
I did think of "point bursts" instead of the arrow effects. I also thought about a "pile empty" effect. Now I guess I’ll support all actions as is with sound-effects.
 
"Level up" will happen after a certain number of blocks have been removed. Level up will see the timer speed up. Thinking about a color-palette change.
 
When the action gets a bit hectic, I’ve “accidentally” inserted new blocks right after an automatic insert (timer runs full), - so I’ll insert a “fire-button must be in release state” at that point. That might save you.
 
I think I’ll drop any ideas about difficulty settings.
 
Later on I’ll probably do some compression, and see how much room that leaves.


Edited by sometimes99er, Fri Aug 24, 2018 5:20 AM.


#34 sometimes99er OFFLINE  

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Posted Tue Aug 28, 2018 12:34 AM

Playtesting some ...

 

 

 



#35 Willsy OFFLINE  

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Posted Tue Aug 28, 2018 2:13 AM

Really nice! How much memory does it take up currently?



#36 sometimes99er OFFLINE  

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Posted Tue Aug 28, 2018 3:02 AM

Really nice! How much memory does it take up currently?

 

Thank you. :)
  
It currently stands at 5320 bytes including a few more sounds etc.



#37 ti99iuc OFFLINE  

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Posted Tue Aug 28, 2018 4:35 AM

Very cool !!! :D

i like too !



#38 Nick99 OFFLINE  

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Posted Tue Aug 28, 2018 10:05 AM

I could get addicted to tis game!  :D  :thumbsup:

Super nice!



#39 sometimes99er OFFLINE  

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Posted Sun Sep 2, 2018 2:49 AM

Thanks for likes, feedback and private messages. :)
 

A few things being added and adjusted.

 

blockbuster11.png

 

blockbuster12.png

 

 



#40 Ksarul OFFLINE  

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Posted Sat Oct 6, 2018 11:13 PM

Is this one still moving forward? I am really looking forward to the completed game (and I spent a goodly amount of time tonight playing one of your earlier games, Restless-II).



#41 sometimes99er OFFLINE  

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Posted Sun Oct 7, 2018 12:39 AM

Is this one still moving forward? I am really looking forward to the completed game (and I spent a goodly amount of time tonight playing one of your earlier games, Restless-II).

   

Thanks for asking.
 
Yes, the game project is still moving forward. Although it looks pretty close to completion, there's been a few things in the pot.

 

Apart from life, and the need to look into other game and demo projects, there's also been quite a few old ideas for graphic and sound utilities popping in. Potentially a few things that could spice up the intro screen.

 

I'll try and give Blockbuster more attention and like "get it done". At least with some updates along the way.

 

And thanks for playing Restless II. Hope you enjoyed it.
 
:)



#42 sometimes99er OFFLINE  

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Posted Wed Oct 10, 2018 3:38 AM

There's been a few adjustments.
 
Graphics are now more or less final.
 
Sounds were thrown-in hastely, so I'll have to see if I can come up with something better.
 
There's at least one logical bug. When one pile is empty and the other one is still falling down, then bonus for one empty pile is given several times. Empty pile bonuses should of course be given at the end of a turn (computer (versus player)). Right now bonuses are given as they occur (fine for removing adjacent blocks).
 

blockbuster12.gif


Edited by sometimes99er, Sun Oct 21, 2018 8:43 AM.


#43 digdugnate ONLINE  

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Posted Sun Oct 28, 2018 8:11 AM

i'm looking forward to playing!



#44 Opry99er OFFLINE  

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Posted Sun Oct 28, 2018 3:02 PM

Good lord!!! Sometimes strikes again!

This thing looks great.

#45 Ksarul OFFLINE  

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Posted Sun Oct 28, 2018 4:36 PM

Yes, I really love all of @Sometimes games. He is great at pushing the limits of what we can do in an 8K space.  :)



#46 sometimes99er OFFLINE  

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Posted Tue Nov 6, 2018 4:52 PM

Thank you all. I haven't spent much time with the finishing touches on this one (Blockbuster). Rather I've been looking into many other TI game projects. Stay put. :)







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