See, my design has been about 3D art rendered to sprites, trying to 'modernize' the classic SNES artwork (that I'm hillaribad at texturing and 2D artwork in general helps influence the design). But I know there's also people that like the original SNES and even GB graphics, so I'll have to see what I can do to make pixel art for those.
Edit: I just ran a marathon endless session, and found that at level 100, the EXP bar glitches out. You may wanna fix that in 2.0.
Edit 2: To complement the 'Time Attack' mode, there could also be a 'Score Attack' mode, where you try to get a target score as fast as possible. I've been taking to trying to run to 100,000 as fast as I could (to replicate the 99,999 cap in SNES Tetris Attack), so this could make for an interesting challenge: maybe 10, 50 and 100 thousand point goals could be options.
Edit 3: Yeesh, this thread seems like it's dying. Anyway, since the SDK is available much more easily now, will you be moving to that in order to continue development? It might make adding audio a bit easier, since you're going for a full-on game here.
Ok thanks I'll work on some puzzles then.
EDIT : The puzzle editor crashes a lot when searching if the puzzle is solvable and you can't save more than one puzzle without restarting between each puzzles. Or maybe I use an outdated version.
At least it is like that on Windows I didn't test the Linux version.
Actually, now I'm curious: Does the puzzle editor take into consideration trick-flips when counting the steps involved to solve the puzzle? I've seen some pretty crazy puzzles:
Perhaps instead of the current check there could be something like Mario Maker, where it's considered solve-able if you're able to solve it yourself?
Yeah, I did mean action puzzle/action flips. Thank you for considering my feedback! By the way, this might sound counter-intuitive, but do you think you could allow users to export and play unsolvable puzzles anyway? It would allow people to experiment with the game engine. There could be some kind of watermark symbol for puzzles that haven't been proven solve-able yet to separate them from the playable ones.by trick flips you mean an Action Puzzle? if so the solver algorithm can't solve action puzzles yet.
And yeah I think I already mentioned this earlier, but currently the algorithm used to solve these is pretty dumb, I have a faster version I wrote years ago with some optimizations, but it would take some time to convert that code to C++.
If I took mario maker's approach it would be a lot of work to make it user friendly (that is showing the moves step by step), pretty much I'd have to implement the game again in wxWidgets, that'd be some work. Fastest I can do here would be to make a dumb little dialog and you can enter the moves manually and then the program verifies those moves solve the puzzle.
anyway good considerations, forgot about action puzzles
Yeah, I did mean action puzzle/action flips. Thank you for considering my feedback! By the way, this might sound counter-intuitive, but do you think you could allow users to export and play unsolvable puzzles anyway? It would allow people to experiment with the game engine. There could be some kind of watermark symbol for puzzles that haven't been proven solve-able yet to separate them from the playable ones.
Windows 7 64 bit
I'll try Windows 10 64 bit when I can.
Well somehow the UI is wrecked it shows a full black panel (happens on both Win 7 and Win 10)
The save problem is only happening on Win 7.
Any requirements that I could miss?
EDIT : It doesn't clear blocks in panel memory only in panel GFX when I use clear command.
Same for Open action.