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

SRKTiberious

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Okay. How do these look?

Press_Start_zpsjlq2cqpi.png

Start_zpsokstqqdz.png


Letters were self-modeled, but I could switch to a font if requested.
 

TricksterGuy

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I will post the 3dsx and cia of what I have so far in a few hours most likely before I go to bed. Don't expect much really, I'm not happy with what I have now being declared as version 0.2.0.

Whats left?

Save data
More UI stuff
Statistics Collection and Display / High scores.


Maybe the start image should be a little smaller or maybe bigger? How does this look?

X7L8tnV.png


5ivxkBg.png
 

UltiNaruto

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For the second picture it seems a lot oversized
But for first one it looks allright maybe reduce it a bit and everything should be good.
Btw the font looks really small on citra-emu. xD
 
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TricksterGuy

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As promised (Seriously you can't attach .cia files directly...)


A few things to note.
1) Not many bugs have been fixed over 0.1.5. None of the engine bugs have been fixed at this time. ex: Falling animation still needs to be fixed, still hard to do skill chains, etc. I am already well aware of the problems reported and have a list.
2) Puzzle mode is kinda bugged, Pressing Start to exit the mode during a puzzle may crash.
3) There may be a couple of UI or small game issues for instance switching Types in Score mode config doesn't update the length option, losing in score attack mode does not disqualify your score.
4) No high scores or save data yet. (This needs to be planned well so saves from previous versions carry over cleanly)
5) No way of including your puzzles in the game yet unless you add your puzzles to the romfs/puzzles/<set>/<stage> folder and recompile (again needs to be planned well).


Good things
1) over 0.1.5 - 3dsx version's file size cut in half, cia version is reduced by 0.2 mb (This will increase by 0.2.0's release though).
2) New score mode - So I diverge from TA's formula a little bit here, however I left the default settings to that of Tetris Attack and the like. A timed game lasting only 2 minutes. The amount of time can be configured (1, 2, 5, 10 minutes) which wasn't an option in TA.

Tjmed: Same as Tetris Attack, you play for X amount of minutes and then the game is over.
Lines: The game is over once line X is fully raised (The game over condition will change in a future version to be similar to Line Clear mode, once all panels are below the line the game is over). Configurable to 10, 25, 50, 100.
Moves: The game is over once X moves are made. Configurable to 50, 100, 250, 500. Ehh could be interesting.

I haven't had time to playtest to see if these numbers work, so things will be adjusted before 0.2.0.

Anyway well I hope you enjoy what I have added so far, I would like to explore ways to make this clone stand out a bit more / add something new to the series.


And please don't get attached. I plan to have version 0.2.0 up say friday, but at the latest end of weekend.

and its 3am...
 

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SRKTiberious

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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.
 
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TricksterGuy

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2nd unofficial small update, couple of bug fixes. Anyway I don't think I can promise a date for 0.2 right now seeing as I already missed two dates, but I can promise to keep you updated every couple of days say (maybe 3-5 days periodically). Still working on things related to the project, but not much visible progress you can all enjoy.

next update may be a huger one

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.

1. Ok Fixed.

2. Good Idea. I will add that and Training Mode that was earlier suggested, but it won't be in 0.2

3. Eh its just a slow couple of days. I will not be using the official SDK as I don't intend on publishing this on the eshop, and signing the NDA could make things complicated if I don't like the official tools, you know what they say if it ain't broke don't fix it.

Anyway I already have a plan for audio. I was learning the dsp service the past couple of days so maybe expect audio soon~ Most of my time was spent updating this once done, I will have the ability to play audio in many formats (mainly brstm though).
 

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UltiNaruto

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Thanks for the new update. Do you plan to make a versus mode either against AI or against player using either peer to peer mode or a remote matchmaking mode? (Not sure if anything has been done in reversing street pass thing. @smealum)
 

TricksterGuy

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Yes, its mentioned in the first post. It won't be coming for awhile though as I still have to learn the 3ds networking api and it will be the last mode implemented.

Still working on getting music in and someone has developed sound effects for me to use (thanks to mysterypaint). Working on getting music/sound in now, so it will feel like a real game.
Afterwards the rest of the things on my list of things to do before making another release until then I'll keep putting up new builds every so often.
 
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UltiNaruto

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Then I'll wait for this mode. But where do we submit puzzles?
Another suggestion that may be considered when you will have started the versus mode could be the garbage mode. That's some kind of semi versus mode where you get a lot of those walls when you make combos or chains in versus mode. Could be either automatic walls or walls when you make combos.
 
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TricksterGuy

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So that I have them all in one nice place - submit a pull request here, or send them to me

puzzles should be in the following directory structure.

<author>/<stage>/<level-name>.bbb


example

ta/stage-1/stage1-01.bbb
 
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UltiNaruto

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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.
 
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CrispyYoshi

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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?
 

TricksterGuy

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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.

Well that's annoying, all of the puzzles I made on Linux pretty much in 2-3 sessions with no crashes at all, so I will have to test on windows.

What version of Windows and 32 bit or 64 bit?

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?


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
 

CrispyYoshi

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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.
 

TricksterGuy

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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.

It doesn't perform any checks when exporting, however a 11x6 limit for the playfield is imposed currently. I saw in that video you linked that some puzzles can be 12x6 using the entire playfield I will made some modifications to allow that.

Windows 7 64 bit
I'll try Windows 10 64 bit when I can.

Same environment, and it doesn't crash on my desktop.

Give me more information on reproducing the crash so that I can see whats going on.
 

UltiNaruto

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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.
 
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TricksterGuy

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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.

Screenshots would help. Seems like the program is missing a file probably?
 

TricksterGuy

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Updated the puzzle editor, there is also a new program that is a command line interface to update your puzzles to the new versions format easily, or you can just open your puzzles in the GUI and save over them the only change to it is that puzzles can now be 12x6 using the entire playing field.

As for the main program, no new updates still working on sound. I have updated it to use the new 12x6 puzzles as seen below, if you want to test your puzzles against it you will have to add it to /romfs/puzzles/<author>/<stage>/<levelname>.bbb and compile the program from source. I will add the ability to scan for puzzles on the sd card later (and much later downloading from internet if it catches on).



@CrispyYoshi I replicated the first action puzzle in my editor and tested it against my engine and as expected it doesn't match up with Tetris Attack's engine. The issue is not all of the reds are matching due to how I perform falling, but well at least I can do 12x6 puzzles now. These will make really good tests when I fix my engine.

k0APBmb.png



Here they are :
http://imgur.com/a/Jt2Gp

That black panel should be a grid if I remember right

Looks about right except the panel display. Anyway I pushed a new release, I doubt it fixes your crash, but it at least generates some logging messages to the command prompt. If it crashes again copy and paste the log messages in a post, may help probably...
 

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