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.
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.
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.
downloading now, thank you for your work
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
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are you planning on adding BGM when you finished with the game?
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.
If someone were to happen to give me BGM's / backgrounds / sound effects for main game even I'd prioritize adding them in.
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.
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.