Homebrew [WIP][Game] Bottomless Block Barrage - a Tetris Attack/Panel De Pon/Pokemon Puzzle League clone

SRKTiberious

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Correct. I know the number looks cramped like that, but that's the only way to have done it in as small a space as it came out. The only other way to have done it was to literally make a whole 16x16 for every number from 1-99, and then the ? ones.
 

zetaPRIME

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I'm also studying the construction of the garbage blocks so that I can make that set in 3D for when they're necessary. Most of it is straightforward, but since they're 16x16 panels like the regular pieces, well, it's gonna be 'fun' trying to get them done without excessive repeats. It may be a little difficult to implement on your end, but garbage block construction is, well, kinda complex anyway.

I think it's something like how Thwomps are done in Super Mario World; the main body is constructed from normal tiles, then the face is overlayed on top of that.
 

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Version 0.1.4 is out

New: Panel marker graphics (Credit: SRKTiberious)
New: More panel graphics (Credit: The Wolf Bunny) (Pretty much added almost all of his work)

Fixed: Can now perform "Slip" skill chain.

(Note: Borrowing skill chain terminology from https://web.archive.org/web/20070608155829/http://www.tetrisattack.net/chains/skillchains.html)

Correct. I know the number looks cramped like that, but that's the only way to have done it in as small a space as it came out. The only other way to have done it was to literally make a whole 16x16 for every number from 1-99, and then the ? ones.

Why not redestribute the amount of space for each character in the case 2 numbers need to be displayed?
so case 1 I use the [x which is 8 pixels and then #] which is another 8 pixels
then case 2 so |xnn| 2 pixels for the border, 3 for x, 5 for both numbers with 1px space in between.
 
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Version 0.1.4 is out

New: Panel marker graphics (Credit: SRKTiberious)
New: More panel graphics (Credit: The Wolf Bunny) (Pretty much added almost all of his work)

Fixed: Can now perform "Slip" skill chain.

(Note: Borrowing skill chain terminology from https://web.archive.org/web/20070608155829/http://www.tetrisattack.net/chains/skillchains.html)



Why not redestribute the amount of space for each character in the case 2 numbers need to be displayed?
so case 1 I use the [x which is 8 pixels and then #] which is another 8 pixels
then case 2 so |xnn| 2 pixels for the border, 3 for x, 5 for both numbers with 1px space in between.
downloading now, thank you for your work

--------------------- MERGED ---------------------------

are you planning on adding BGM when you finished with the game?
 

SRKTiberious

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Wait, so you can use areas of arbitrary size in your images? If I'd known that, I wouldn't've been bothered with Power-of-2 sizes for the numbers. Oh well. I'm just so used to dealing with powers of 2 that it's natural to me.

I have the SNES garbage block 'set' compiled (red only for now, but I can easily swap its colors to blue), and should be able to start work on the 3D set shortly. (these sets also include the grey garbage assets, since there was just enough space left for them). I'll upload the red SNES set and get to explaining the construction of garbage blocks soon.

Finally, since I kinda intended the '3D' pieces and markers to complement each other, I'll get working on 'GBC' and SNES versions of those markers as well.

v0.1.4:

  • Uh.... Graphics for the "dead" pieces have become garbled or just completely black.
  • I wonder why you started from '+2' in your C-link bonus display. I'd figured that'd be the one to start at +1, since your 2nd link would be the original "plus one".
  • I like the addition of the SNES panel set, but I kinda think the extras are overkill. If you really wanted to add more sets, I'd suggest turning to PPL, but that's just me.
 
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TricksterGuy

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Everyone let me know if performing slips are too hard (it feels that way to me slightly) or things are too slow / too fast. All it takes is for me to adjust some numbers.


downloading now, thank you for your work

--------------------- MERGED ---------------------------

are you planning on adding BGM when you finished with the game?

If someone were to happen to give me BGM's / backgrounds / sound effects for main game even I'd prioritize adding them in.

But other than that its whenever.


Wait, so you can use areas of arbitrary size in your images? If I'd known that, I wouldn't've been bothered with Power-of-2 sizes for the numbers. Oh well. I'm just so used to dealing with powers of 2 that it's natural to me.

I have the SNES garbage block 'set' compiled (red only for now, but I can easily swap its colors to blue), and should be able to start work on the 3D set shortly. (these sets also include the grey garbage assets, since there was just enough space left for them). I'll upload the red SNES set and get to explaining the construction of garbage blocks soon.

Finally, since I kinda intended the '3D' pieces and markers to complement each other, I'll get working on 'GBC' and SNES versions of those markers as well.

v0.1.4:

  • Uh.... Graphics for the "dead" pieces have become garbled or just completely black.
  • I wonder why you started from '+2' in your C-link bonus display. I'd figured that'd be the one to start at +1, since your 2nd link would be the original "plus one".
  • I like the addition of the SNES panel set, but I kinda think the extras are overkill. If you really wanted to add more sets, I'd suggest turning to PPL, but that's just me.

Yeah definitely think it would look better if you don't stick to power of 2 sizes. I do have the ability to pick out any subregion of the image and draw it so not using power of 2 sizes is not a problem for me.
  • I specified the wrong dimensions when I loaded the image (16 pixels off). Since the game over panels where the last 16 pixels they got cut off. resulting in what you saw. I already have fixed this
  • Its an off by 1 error.
  • I will think of a small tweak to this instead of just dumping everything.
 

zetaPRIME

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If someone were to happen to give me BGM's / backgrounds / sound effects for main game even I'd prioritize adding them in.

Are you talking PDP rips or original content? YouTube or an emulator will get you the former easily, and I can come up with something for the latter.
 

TricksterGuy

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that'd work for everything except backgrounds at least as far as Tetris attack. Their backgrounds would have to be edited since there is nothing where the timer / stats window are.

The requirements are two images sized 400x240 and 320x240
 

SRKTiberious

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At the moment, here's my progress on garbage block graphics:

'GBC': Complete
SNES: Complete
3D: All but the "popping garbage" piece made.

It's late for me here, though, so I'm going to leave that and the redo on the bonus markers for tomorrow.
 

TricksterGuy

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Mostly bugfixes this release, since its the weekend now, I now have more time to work on this.
I'm probably just going to use the time to get all of the skill chain techniques in and/or start implementing the other modes. I have 120 puzzles dying to be integrated into the game.

AY0Zzg7.png


Fixed: C-link matches were off by 1.
Fixed: No visible panels / markers in replay.
Fixed: Gameover panels were corrupted.

Changed: Recolors of a panel set have been grouped together to access these use left/right when selecting a panel set.
 

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Mostly bugfixes this release, since its the weekend now, I now have more time to work on this.
I'm probably just going to use the time to get all of the skill chain techniques in and/or start implementing the other modes. I have 120 puzzles dying to be integrated into the game.

AY0Zzg7.png


Fixed: C-link matches were off by 1.
Fixed: No visible panels / markers in replay.
Fixed: Gameover panels were corrupted.

Changed: Recolors of a panel set have been grouped together to access these use left/right when selecting a panel set.

My god, you're on a roll. Keep it coming! So far, this is literally the best PL/PdP/TA clone I've seen. :P
 

SRKTiberious

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Garbage comin' your way! First off, here's the images, so you can see what I've done:

Garbage_GBC_Red_zpsrlmtzs7f.png
Garbage_SNES_Red_zpscsitpcar.png
Garbage_3D_Red_zpsp0fawmcn.png

Garbage_GBC_Blue_zpsuwvdahnf.png
Garbage_SNES_Blue_zpsfp3w44j2.png
Garbage_3D_Blue_zps2odoaauj.png


Now, constructing them, at least for sizes up to 6x2, is pretty simple.

6x3 and larger, however, is a bit on the complex side. If it's an odd number of rows, use the face that sits all in one panel's height, then match the large pits on either side all the way to the edge, ensuring that the smaller pits go in a top-left-to-lower-right pattern. Same deal for even numbers of rows 4 or greater, except you use the face that covers two panel's height. Then, make sure there's an alternating number of large pits in [3, 2] pattern, using the corners and tops/bottoms of the 6x2 region as necessary.

The grey garbage, thankfully, is simple, as they can only ever be 6x1.

Edit: To illustrate the garbage construction, here's a 6x13 (a normally-impossible size for '2D' gameplay):

6x13_3D_zps3ku3ihcf.png


The corners for this one came from the 6x2 region, because the top and bottom rows had 2 large pits based on the pattern. 6x9 will as well, but 6x11 will have 3. With this kind of pattern in mind, it should be second nature to construct any standard size garbage block you might need.

Edit2: New chain and c-link markers:

Chain_Marker_zpsjeag879c.png

Sequence_Marker_zpshuprieot.png


Usage: Once past 9, grab 6x16 from where the 0 used to be, then 5x16 for each number.
Unfortunately, this means you can no longer do 'impossible' numbers like 'x0', 'x00', or 'x??', but that's just an unfortunate consequence of needing the extra space.
 
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SRKTiberious

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Also, it seems replays are kinda borked. I had a > 99999 run, and it died on me after a chain, so I saved the replay, but the replay loses really, REALLY early.
 

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Here's how the new markers look in game.

buxoFKf.png

qsarSHF.png


Garbage is going to take awhile to implement, I have to find the best way on how to represent garbage blocks.

I'll have a look at the replay issue. Are you currently on 0.1.5 and was your replay also created from 0.1.5.

Every update I make will break it if it was made from a previous version.
 

CrispyYoshi

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Hey! My brother still hasn't gotten around to playtesting this (I'll post an updated log later in the thread whenever he does) but I have a couple of things I'd like to point out myself:

- Can you allow L/R block climbing in the middle of chains? It would make for much more interesting VS mode battles.
- I noticed that you instantly die if the blocks hit the top: When the blocks start to get near the top, they should display a different graphic where the shapes inside of each block are (graphically only) significantly lower than usual. I see you have them in the sprite sheets. When they're at the top, they should still hold that graphical frame but there should be a timer before actually killing off the player. The higher the level, the lower that timer becomes.
- Can you display the overall score results after you die, or at least export it to a text log somehow/take an in-game screenshot?
- I notice the blocks fall particularly slower than the average Tetris Attack/Panel De Pon engine. Can you speed the falling so it's a bit closer to the source game?
- Can you also make the blocks blink a bit like the source games when chaining them before they switch to their "shocked face" sprite? I think it would help put focus on where the player was clearing the block, and can be helpful on higher/faster difficulties where the player has very little reaction time
- This is a bit more of a polish thing, but can you add an option to toggle exploding block particle graphics, then, if it's on, spawn block exploding animations for each individual block? (If you look at the original SNES Tetris Attack/Panel De Pon, you'll notice the exploding blocks spawn particles which not only look nice, but also emphasize which lines are being cleared if they player is looking at a different part of the grid)
- The statistics bar on the top screen I think should be on the bottom screen, so it's easier for the player to keep track of the game stats (particularly, everything you already have on the top screen besides the chains and difficulty level).
- I'm not sure how much more you're polishing the options menu, but can you move that yellow border whenever you're making an option to make it more clear which option is being set? Also, can you slow down the scrolling speed of the Tetris Attack background image a tad? Perhaps lower it by 15-30% of its current speed or so, if I had to guess
- Can you display a warning message before quitting out of the app on the title screen?
 

TricksterGuy

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Thank you for your comments

Responses inline


- Can you allow L/R block climbing in the middle of chains? It would make for much more interesting VS mode battles.

Ahh yes Planet Puzzle League called this Exploding Lift, I will implement it later.

- I noticed that you instantly die if the blocks hit the top: When the blocks start to get near the top, they should display a different graphic where the shapes inside of each block are (graphically only) significantly lower than usual. I see you have them in the sprite sheets. When they're at the top, they should still hold that graphical frame but there should be a timer before actually killing off the player. The higher the level, the lower that timer becomes.

In Tetris Attack the game is instantly over in Endless mode when the blocks hit the top. Yeah this was a misconception I had when I first posted this, the wait before game over is only present in Versus Mode.

- Can you display the overall score results after you die, or at least export it to a text log somehow/take an in-game screenshot?

Yep this is the thing I am currently doing for the 0.2 release. I'm implementing save data so all of the things you do now will be saved. I will also show things like high scores / stats / results will be shown.

- I notice the blocks fall particularly slower than the average Tetris Attack/Panel De Pon engine. Can you speed the falling so it's a bit closer to the source game?

If this is reduced it becomes much harder to skill chain with my current algorithm. I will revisit how I make blocks fall later as I am still not happy with the current system. But pretty much I need to do more research in this area before continuing. As far as I know from stepping frames in an emulator blocks fall two rows every so often frames I recall 2. In my current system a block will fall only 1 row every 4 frames on easy, 3 frames on normal, 2 frames on hard. This will probably end up being a significant code change here.


- Can you also make the blocks blink a bit like the source games when chaining them before they switch to their "shocked face" sprite? I think it would help put focus on where the player was clearing the block, and can be helpful on higher/faster difficulties where the player has very little reaction time

They currently switch to the "lit" up sprite, I will switch them to blink in next release

- This is a bit more of a polish thing, but can you add an option to toggle exploding block particle graphics, then, if it's on, spawn block exploding animations for each individual block? (If you look at the original SNES Tetris Attack/Panel De Pon, you'll notice the exploding blocks spawn particles which not only look nice, but also emphasize which lines are being cleared if they player is looking at a different part of the grid)

This is lower priority for me right now. If someone provides the images then I will try and add it, but if not then it will be later. I'm coding everything that doesn't require me to go out and get/rip graphics right now. I'm not too great at graphics aside from basic gimp and doing any of this seems to take hours/days with me.

SRKTiberious has been doing a wonderful job with all of the graphics

- The statistics bar on the top screen I think should be on the bottom screen, so it's easier for the player to keep track of the game stats (particularly, everything you already have on the top screen besides the chains and difficulty level).

I agree fully most screens are just rough sketches and are subject to change.

Within the next few days I am going to get a bit more serious with the UI. Right now things are just there to be there or was there because it was the quickest way I do do something. Other things like ironing out the formats for the rest of the graphics I'd need aren't there yet. Anyway I will sketch out how I believe everything should look, menus, windows, and everything within the next few days and adjust the UI as needed.

And on a higher level since you brought this up because the graphics for the exploding are character specific looking at Panel de Pon / Tetris Attack / Pokemon Puzzle Challenge and League. Do we want characters? As for this game itself I don't really have a theme or any characters. The only thing I have are new ideas for mechanics like the whole chain links thing such new things will have options to turn them off so players can enjoy classic tetris attack.

And to anyone reading this help is also appreciated, just put up images/sketches of how you think everything should look.

- I'm not sure how much more you're polishing the options menu, but can you move that yellow border whenever you're making an option to make it more clear which option is being set? Also, can you slow down the scrolling speed of the Tetris Attack background image a tad? Perhaps lower it by 15-30% of its current speed or so, if I had to guess

See above statement. The speed of the scrolling is going to stay like that for a minute, I already know how to fix it but there's more higher priority things i can be coding instead.

- Can you display a warning message before quitting out of the app on the title screen?

I'll add that later.
 
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CrispyYoshi

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Thanks for considering my feedback! I totally understand about the minimal design for focus on functionality. I'm looking forward to future updates! Regarding characters/game overall feel, I was hoping for a "japanese-esque, cute" approach, maybe something akin to 100% Orange Juice by fruitbat factory? although I don't mind whichever direction the main skin goes for! (Perhaps I could ask some art friends to contribute? I can't promise I can follow through with that, though...)

In general, having various characters like Puyo for this game would be absolutely fantastic, and I'd love to see where this project can go with that!
 
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3xkrazy

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@TricksterGuy

Just a suggestion and question: Is it possible to add a complete adjustable block timing tweaker via in-game menu? The block flash delay just before it disappears seems off when compared to Tetris Attack, side-by-side. Thanks for sharing this -- it's looking better everyday.
 

SRKTiberious

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Yes, it was a 0.1.5 replay in 0.1.5. Granted, it's over 28 minutes long, but getting over 100K in Normal isn't the fastest thing.

I was wanting to be sure I was getting some chain types, even if their timings are unreasonably strict., 'cause I know I've done late slips, grounded midair switches and even late drops (but the timings seem off, especially on late drops).

While composing: Yep. Replays are borked. I tried to save a replay losing immediately after achieving a late drop chain, and there's no hint of it.

Next, C-Links seem to make transferring chains just a little too easy. In TA, if a 'C-link' doesn't start to actually pop before the chain hit ends, it will be counted as a x1. In BBB, I've had chains seeming to continue out of nowhere because a C-Link takes on the full properties of the chain.

Another thing that needs revisited is stop timers. I've had stacks start moving much sooner than I'd logically think it should, and I think it's because a shorter stop timer from when the stack is lower is somehow overwriting the longer stop. Maybe checking to see if the remaining timer is greater than the current bonus's timer and discarding it if it is would fix this seemingly errant behavior.

Finally, it may be a pretty simple thing to implement Time Attack. You've already got a time counter, and if you let it run for 00:02:00, and then have it switch to Game Over after that, there's Time Attack.
 

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Hey, so right now the lift should behave as if Exploding Lift was off, right? Well you're gonna have to disable the lift when blocks are falling then, because right now it's only disabled when blocks are popping.
Also, when blocks start dancing from being too close to the top, only the columns that are too high should be dancing (it helps draw attention to them)!
 

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