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Cart [#37969#] | Copy | Code | 2017-03-01 | Link
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v1.02 notes:

  • Add more celebration sfx (trumpets) for big chains, depending on chain reaction length
  • One-player scoring is scaled by the initial difficulty selection
  • No garbage blocks fall in easy mode
  • Fixes crashing and correctness bugs (Thanks everyone for testing!)
  • Outstanding issue: some match correctness issues for blocks sandwiched between garbage remain

Cart [#37123#] | Copy | Code | 2017-02-04 | Link
42

v1.01 notes:

  • difficulty balance
  • single player scoring and high score table
  • additional juice

Feedback appreciated.

Cart [#17970#] | Copy | Code | 2015-12-21 | Link
42

Picotris Attack is an implementation of the SNES classic competitive puzzle game.

How to play:
Clear blocks to prevent the stack from rising to the top.

Use button 2 to swap the tiles covered by the cursor. Tiles may be swapped with empty space for vertical movement. Use button 1 to manually raise the stack.

Matching at least 3 tiles of the same color (either horizontally or vertically) will clear the tiles. Matching more than 3 tiles at once -- or via chain reactions caused by falling tiles -- will send "garbage" blocks to your opponent's stack. (In 1-player, the blocks are instead sent to your garbage block score in the top-right corner of the screen.) Garbage blocks can only be broken by matching adjacent regular tiles.

Special "attack" tiles (gray with a !) are added to the rising stack at random. Matching 3 or more of these will send special garbage blocks which do not break along with adjacent standard garbage blocks. They may be cleared in the same way, though.

The 1-player game is fun and addictive but the 2-player game is where it really shines.

This was developed along with @stephan_gfx.

P#17971 2015-12-21 15:39

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For single player controls:

  • arrow keys move cursor
  • x Swaps position
  • c pulls the board up
P#17973 2015-12-21 15:55

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It works beautifully. Good job.

P#17977 2015-12-21 17:49

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Superb version!

P#17978 2015-12-21 17:58

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So good. I love the SNES blocky dissolve effect.

P#17993 2015-12-22 02:33

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Welldone!

P#17995 2015-12-22 07:14

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Nice work!!

P#17996 2015-12-22 11:23

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Amaze!! :D

P#18002 2015-12-22 19:57

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J

Wonderful! I loved Pokemon Puzzle League growing up :)

P#18006 2015-12-23 01:30

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beautifully done! really fun!

P#18007 2015-12-23 01:31

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This game doesn't get the attention it deserves. Apart from a really difficult( and so challenging and funny) single player game, yesterday i had the occasion to try the multiplayer mode with some friends. We lost two hours and our voices.

P#35064 2017-01-06 08:28

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insanely hard though. I feel humiliated in easy mode. :(

P#35068 2017-01-06 09:43

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Wow, good job ! :) It's missing only the music :)

P#35070 2017-01-06 10:31

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Thanks. This was made before the version of pico-8 which loosened the token counting rules -- so it was 8191 tokens following a lot of painful optimization.

Since that change, it looks there are now about 2300 tokens available. When I get a chance, I'll get some music and mascots in there.

P#35130 2017-01-06 20:18

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Really nice!

P#35305 2017-01-08 22:11

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It's amazing! I totally forgot about it but now i don't regret checking it again. It really feels closer to the original games than the first verisons!

(Note that the Easy difficulty is way too fast than the original game in terms of block swap/disparition, I wasn't ready for this :p)

P#35343 2017-01-09 10:36

:: Thanks!

Happy to hear that someone other than us got to try the multiplayer mode! Its our preferred way to play the game! (re: @baerius)

It also sounds like we might need to scale the difficulties a bit. Thanks for all the feedback! the pico8 community is the best :-).

P#35439 2017-01-11 02:10

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Like the note says, if anyone gets a chance to try it out and let us know how the new difficulties feel, would love to get feedback on it (or juice, or anything else)! Thanks!

P#37124 2017-02-04 01:33

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hum. I don't really see what has changed. easy mode is still too much for me. most of the time I'm losing with the upper half filled with grey blocks, I feel cheated :( I don't know where they come from, am I playing wrong? what about the [!] in 1p? do they have any purpose ??

there's no point having difficulty settings if it's only about speed. maybe call that 'speed' or 'level' like in tetris? or you could remove the long blocks altogether in easy mode, that would certainly help (weren't they a 2p only feature in tetris attack?).

tbh I never really liked tetris attack, so take this with a grain of salt. otherwise I find it all very well polished.

edit: g_tick ended up nil

P#37285 2017-02-08 09:48

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this is really nicely done and well polished! i especially like it as a multiplayer game.

i did notice some things that i thought could make it even better. these basically come down to taste, so do with them what you will. (for reference, most of my recent experience with this type of game is with pokémon puzzle challenge and animal crossing puzzle league.)

  • i find the garbage clear speed to be too fast for easy or normal mode.
  • i find the delay when holding down a direction to be too long, to the point i'd rather press repeatedly almost always. (i'm aware it uses the built-in btnp.)
  • it's a little hard for me to predict when moving a block in the way of a falling block will cause a chain. sometimes it does, sometimes it doesn't.
  • i find the cursor movement sound a little bit too strong.

good work! this is one of the games i'm keeping bookmarked so i can keep playing it, like with friends ^_^

P#37327 2017-02-10 13:42

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Long time professional Panel de Pon player here.

I just want to reinstate what helado said about a few things
specifically the clear speeds on easy and normal being far too fast. It would be easy to get the timing correct watching youtube videos. The other important thing is the chains caused by moving blocks under falling blocks, it is very spotty, like he mentioned. It only seems to work like half of the time if even that.

P#37412 2017-02-13 04:43

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Cabledragon: she*

P#37424 2017-02-13 14:09

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i found a case where three blocks in a row aren't clearing (look near the top):

i noticed this happening once before and the common element was the blocks were on top of garbage. have no idea if that has to do with anything.

P#37429 2017-02-13 17:53

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Thanks for the repro cases. I'll dig into that portion of the code (which is untouched since the original 2015 release). I'll look for iffy chain detection too.

P#37438 2017-02-13 23:05

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Wow amazing job! One of my all-time favorite games on my all-time favorite fantasy console! :D

P#38425 2017-03-19 20:36

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