moechofe 2018-10-14 17:54 (Edited)
I'm making a demake of the best breakout of all time: Poing! by Paul Van der Valk released between 1992 and 1998 on Amiga.
Timo 2018-10-14 18:03
This looks cool! But there is nothing to do yet, right?
moechofe 2018-10-14 18:24
Right, the control are not done yet, I'm still working on big core features like chaining levels and ball speed managment.
was8bit 2018-10-15 05:19
Looks super cool :)
Timo 2018-11-03 10:00
Very cool update, looking forward to the full game!
Timo 2018-11-03 10:10
By the way, are you still working on your match3 game? Will you post a version here?
was8bit 2018-11-03 10:11
Wowzers!!!! That's incredible!!! \(OoO)/
Timo 2018-11-03 10:38
Oh, you don't see it in the iOS app yet, but you are getting closer to the token limit. It's currently 6589 of 8192 tokens.
Anyway, NX is still in beta and I would consider making the limit larger, especially as it counts tokens technically accurate (Pico-8 has the same limit, but counts "friendlier").
The problem is that Apple lets me wait ages for reviewing updates now, so I can't update quickly (still waiting for the sound update)...
Toddl 2018-11-10 16:31
Wow, this looks super - one of the best NX programs out here.
moechofe 2018-11-14 21:31
@Timo, I put my Match3 in pause because I thought I missed XP about animating things on NX. Also I need a graphical theme.
Yes, I don’t see the tokens count. That’s force me to check on my PC. I was planning to add procedural music, but I think I’ll be short in tokens. Speaking of, I thought about it a little and will share my ideas on another post later.
@Toddl, @was8bit: thank you!
was8bit 2018-11-14 23:46 (Edited)
You can view your programs tokens count if you use the windows version of LowRes NX :)
Also, TIMO has a WIP music editor... :)
Jack Sbertox 2018-11-15 11:20
I love it
moechofe 2018-11-15 12:11
@was8bit: It probably wasn’t obvious for you but I’m using only the iOS version on that project.
was8bit 2018-11-15 12:24
... and the iOS version doesn't give you a tokens count :( I have both versions but prefure to use my iPad :)
moechofe 2018-12-10 11:03
It starting to be playable.
Still some of bug to fixes.
Still some feedback to create.
And a lot of new features, thanks to the new numbers of tokens limit.
Timo 2018-12-10 21:31
Nice title screen :)
I hope I can finish the new NX Version this week to make this work on the website again...
moechofe 2019-01-14 13:41 (Edited)
I made some change for LowResNX 0.11 to record a video.
This version do not work on the webversion yet. https://twitter.com/moechofe/status/1084807221232451584
Add an ball-autolaunch (better on iOS)
Add some crapy sfx
Fix some bugs
Timo 2019-01-14 14:54
V0.11 should be available for all platforms this week
moechofe 2019-01-15 09:48
Jack Sbertox 2019-01-15 12:05
I luv this
moechofe 2019-01-15 14:18
And it's really cool to play it on iPad :)
moechofe 2019-02-05 20:41
Levels switch is seamless now, no freeze anymore.
Speed managment was added.
Door managment was added.
It’s start to be very playable on iOS.
But it’s very hard. Or I’m very bad at this game.
I still have a todo list long like my ——
was8bit 2019-02-06 04:37
Timo 2019-04-13 07:43
Hi, still working on this? I'd love to add this to the Featured category. I might do it already as the game is already very playable, if you don't mind :)
Tinycloud778 2019-05-15 02:43
moechofe 2019-06-18 08:12
I put the developement of this game in pause until the user data feature is ready. I need it to store the highscore.
Also, I have a problem on iOS that break the user experience.
But yes, it's playable :D
Timo 2019-06-18 15:39
The next update of NX will have persistent RAM for user data, it's almost done.
What is your iOS problem?
was8bit 2019-06-18 17:00
Oooo, all right :)
moechofe 2019-06-21 09:57
@Timo, It's related to the way I use to control the game using touch:
LowResNX has it's own screen inside the device screen. The LRNX screen is strected in a way to keep a pixel-perfect aspect right? On my Ipad, this create a border around the LRNX screen, right?
To initiate a TOUCH, the finger must be inside the LRNX screen, and not in the device screen. But after the TOUCH start, you can drag your finger in the device screen (outside of the LRNX screen) and the TOUCH command still works.
That's good because my game need the finger to constantly move on the screen, and it's very easy to have your finger out of the LRNX screen while playing withou noticing it.
But then, when your finger is out of the LRNX screen, inside the device screen, you decide to release your finger and pressed it again at the exacte same position (in the device screen), the program do not trigger the TOUCH event... and you loose the ball.
Forcing the player to constantly think where their finger is ruins the experience.
That make me thing, actually LRNX is good for GAMEPAD game, or TOUCH with buttons only.
But an action finger-sliding based-game is hard to do. Fingers always take a lot of space on the device screen and players always want to see more of the screen, not their own fingers.
Timo 2019-06-21 10:06
Did you try "Zoom Out" from the in-game menu? It'll switch off pixel-perfect scaling, but still keeps the aspect ratio.
Anyway, I understand what you mean. Currently I'm not working on major features, but in the future I'll probably think about improvements to the user input. I don't have a lot of time currently :(
was8bit 2019-06-21 12:37
On my iPad if I turn the iPad one way it fills the whole pad and it plays OK... if I turn it another way it has that problem...
The trick to using TOUCHSCREEN or GAMEPAD on lowres is that you should NEVER remove your finger from the screeen unless you are finished controling the game... once you remove your finger it RESETS so the player must also RESET their finger onto the game screen...
As a long time player of both the old and new lowres, the gamepad has always done this, and so does that touchpad... and as a long time player i have gotten so used to this that I can automatically reset my finger every time i lifts my finger... to where I don’t even realize or think about that I’m resetting my finger... I just do it automatically..
Long time player will have NO problem with this.... they are used to it and won’t even realize anymore that they are automatically compensating with the controls...
You might add a comment for people new to lowres that if they lift their finger (in either gamepad or touchscreen) to reset their finger position qucikly to keep control of the game...
Tinycloud778 2019-06-21 12:53
Timo 2020-08-06 16:27
Still waiting for an update with music :)
moechofe 2020-08-18 20:27
I fixed some old bugs about the balls managment.
I also add a third music.
A lot of more work and polish to come.
Timo 2020-08-19 11:34
Very cool :) It’s even more fun with music!
moechofe 2020-08-20 21:48
I added highscore, fix some issue with respawn bricks and multi ball.
moechofe 2020-08-23 08:18 (Edited)
Here is a video of gameplay using an iPad. It’s way better than the original game that used a mouse for control.
There is still not implement music transition, missing option implementation, one bug about two balls, a missing screen.
moechofe 2020-08-27 13:56
Lot of work about when the music should start and stop.
High score is stored.
Show an animation+sound when reaching the end of an act.
Play some sound when losing the last ball on the first stage.
Play a sound before launching the ball.
moechofe 2020-08-27 14:09
I'm really on the edge about the number of variables, but I know, I can save some of them. The things is, the spaghetti code I wrote to save some tokens wasn't the direction to take.
Probably, this limitation (about the numbers of variable) should be written in the documentation.
Timo 2020-08-27 17:12
I will make the number of variables in v1.1 higher. It should not be a noticeable limit.
Timo 2020-08-27 17:59
By the way, the whole sound of your game is amazing. I like that it's so interactive, it's not just music in the background, it's really part of the game :)
moechofe 2020-08-27 19:13
Thank you, I’m working hard for that.
For those of you, interested in gamedev, I wrote this little explaination. I hope it will help.
I think, making a video game is not only showing a demo of an idea or a gameplay.
It’s more about giving an experience for the player,
I’ve entered in a part of the developement where the missing features are small but the works needed to improve the felling is big.
Especially, how to explain what’s happening to the player using visual and sound.
I have the option to print text to explain that. “you lose”, “second ball”.. but it’s a crapy solution. A game developer should always try to give feedback to the player without just printing text.
DrGonzo 2020-08-30 10:35
Amazing music prog! Producer work :)
moechofe 2020-08-31 07:49
Thank you @DrGonzo
GAMELEGEND 2020-09-04 02:26
oh this so dang cool
moechofe 2020-10-05 15:57
I manage to fix a long time bug by changing only a couple of lines, now I have 3 more bugs.
Timo 2020-10-05 16:24
3 new bugs because of fixing one? :O
Ore were they known already before?
moechofe 2020-10-08 08:02
Those are new bugs, produced by the small changes in need. Now I need to redo a lot of stuff. -_-
was8bit 2020-10-08 12:02