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joyrider3774

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A member registered Oct 26, 2017 · View creator page →

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Hi,

Thanks for your response. Which brower are you using ? I never had the no orbs / collectibles happen in my chrome browser. The game was a test game to see how godot worked, but i did not quite like how that worked. 

The very first version i made of faster dave was in the retrotime in fuze for nintendo switch as well as in the later ported version to SDL and playdate handheld. Retrotime featured 8 retrobased games and the fast eddie remake was one of them.


I'm aware of the floatyness of the jumps but it was a bit done to make sure you could jump over 2 smaller baddies in one jump in the later levels (like on the atari version) but yeah in this version of the game it's more floaty. Every 5 levels the level layout changes.

The game consists of assets i payed and gotten a license for as well as some free / open source assets and was never part of a jam, as said it was mainly just a test to see how godot worked

unfortunately this is a very old project, and as i did not like godot that much it will probably not be updated, but i'm still curious as to what browser you were using where the orbs did not appear at all just to see if it might have been the cause and if i can reproduce it.

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It's playdate c SDK game for playdate, i reimplemented thé playdate api in sdl. Basically i took thé headers and implemented Every function using my own way in sdl. This made it possible to use unmodified code of my playdate games and compile them for Mac, Linux, Windows as well as web using emscripten. It also allowed me to expand thé SDK and use colored graphics. This reimplementation is not perfect and not complete, but was enough to make my games work like this. You can find it here https://github.com/joyrider3774/Playdate_Api_SDL2

Hi, sure can add it to your site. I have other versions of this game for playdate, windows, mac, vircon32 etc that do show a console (although no animated buttons). This was left out of the WASM4 version as the screen resolution was much smaller to work with. Btw i think you already have the playdate version also on your site :)

thats fine, thanks

if you can take a piece you are forced to take it, it will not allow you todo other moves then. Otherwise first select a piece and then use the dpad to point in the direction you want to go

Hi,
My games make use of the playdate C API SDK, and what i did was copy the header files from panic (so no implementations) and tried to implement every single function from the Playdate C API SDK on my own using SDL2 or stub them. It's gotten in such a state that it works for my games and i can just take unmodified playdate C API games source code and recompile for other targets using my api reimplementation. And because i've used SDL2 i can also let it compile using emscripten which will produce webassembly code and run my playdate games in a browser. You can find this api reimplementation here https://github.com/joyrider3774/Playdate_Api_SDL2 but as said does not work for every game, some things will never work (framebuffer modifications), and some things not implemented (but stubbed). If your using the lua SDK someone else might have done something similar.

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Hey flavor, its indeed an oldie, the port is based on the gp2x version i made 15 years ago, but i do still use the graphics and sounds you sended me all those years ago (both in 1 bit playdate version and colored graphics version), i just adapted it a bit to match playdate controls. I do remember your code being a big help to understand how the engine itself worked. 

Last year i've gotten a playdate and i've been steadily porting all the gp2x games i did so many years ago :)

not a playdate game !!! remove tag please and stop deleting comments about it

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thanks, actually it shows "CPU Wins" not "You win", it either shows that or "Player Wins" (if you win)

Hi,

I just uploaded a new version that should fix this, the problem was not the food entering the body of the snake, but my checking for a new position for the food that prevented the new food position to be in the snake's body. The condition checking was wrong and it could lead the game into an endless loop if you for example eat the current food while having traversed the whole screen vertically with the rest of your snake's body. It could also be reproduced in some other ways but this was the easiest way to reproduce it.

Thanks again for reporting this.

Hi,

I'll try to reproduce this and see if i can fix it and bring out an update

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just in case you did not see this, apparantly oppyz found out the issue, a plastic piece inside the playdate below the button got off center and was causing this, he made a reddit thread and a video about a fix for this. here's the reddit link just in case https://www.reddit.com/r/PlaydateConsole/comments/17eia3q/i_just_found_a_fix_to_...

Hi, it is fine, thanks for the review. Btw i'm not sure you are aware but in the breakout type game, you can hold the A Button to speed up your paddle while moving, i noticed in the video you did not make use of that at times when you could

i don't think my game can be blaimed for failing hardware, but i did notice recently on the discord multiple people mentioning problems with their A Button on numerous games not specifically mine. Like it was not registering button presses good enough anymore. From what i had read on discord some people applied a bit of hot glue somewhere when opening it up. Was that your fix as well ? I wonder if there is some kind of defect or a bad batch of playdates recently, because there have been more people mentioning such issues and maybe it's something panic should look at.

Btw i was not aware your played the fuze version as well, are you in the fuze discord ? At the time of the contest for fuze 4 with wireframe, i also found it a nice idea to have a bunch of games and needing to play them all after each other to get a "global" score looked like a nice way for some score competitions. Its a bit a of shame there is no wifi or scoreboards for none catalog games as i had to revert to using qr codes and not many people seem to have submitted a score for their retro carousel run yet :)

Thanks for playing the game, and i hope your A Button problem remains fixed (also hope i don't run into it :))

Hi, I'm glade your liking this, did you check out the Ti-83 skin, i included it for nostalgic reasons :)

About your questions, the controls are fairly hard coded i'm not sure if i could easily add optional controls, it might be possible but not sure need to look into it.

About the block animation thats little bit more difficult, as the game does not directly skip to next place when pressing a direction or picking up a block but has some mechanics to make it move to these locations, so i could do some little animations. This is part of the core of the game and also requires it with the way i programmed it in as there are events when players or boxes arrive on a new spot. This is  harder than implementing the optional controls.

Still i hope you can enjoy the current implemention as well, and in case you did not know this version was based on the Soleau software blockman game, so it contains more levels than the Ti-83 version had. I also wonder what the reaction of your friends will be :)

PS. If you ever happen to create your own levels let me know i can potentially include them in a new update of the game

Hi, thanks for the comment.
If you like the little black and white old style games over phone games maybe arduboy is something for you ? A lot of people also create their own arduboy's its fully open source both hardware as software if i remember correctly. See https://www.arduboy.com/

I looked up cracker barrel and yes it seemed they had solitaire games / versions people could play. On Wikipedia article about cracker barrel there even is a picture of a person playing a solitaire version. So yes i would say they are the same, but the (board) game is usually known as solitaire / chinese checkers

What a coincedance then :) By the way, this version of the game contains more levels than the calculator game, at the time i had created the gp2x version (where this version is based on), i contacted soleau software to see if i could use their levels and gotten approval, so the first 11 levels may seem similar as the calculator version but there are 10 more levels after that from the blockman game by them. Have fun

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Hi nathan, your games do not contain buildNumber inside the pdxinfo file, buildNumber should be a numeric value that increases with each new update. The playdate uses this buildNumber when sideloading game to determine if a new update was available or not and download the new version. 

Because this is ommited in your (new) version, when i sideload the new 1.4 version, and having version 1.3 already installed, my playdate does not download the new 1.4 after sideloading it.

It is not enough to update the version number only as this is not used to determine if an update is available by playdate or not

Search for buildNumber on this page, it explains it :

https://sdk.play.date/2.0.1/Inside%20Playdate.html

Hi, i got good news, panic is going to fix this issue themselves, they will first put out a new SDK so we can test if it fixes everything and does not introduce new bugs then they will create a new firmware update and this should fix the problem in your game.

Hi your game crashes after firmware update 1.13 on playdate (released yesterday but not everyone receives it all together). I think It is related to this issue if i read the error screen https://devforum.play.date/t/classes-are-instantiated-as-userdata-in-1-13/10427/...

Hey thanks, there is always the random mode, if other game mode's are too difficult for you. But i admit the game can be brutally hard especially in the rotate mode (even the very easy levels are hard there)

thanks

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Hey,

I tried out the game (quickly) on my Evercade on the indie heroes cartridge and i came by a bug related to the map screen where you are able to just end up in all kinds of different locations. when you are able to call the map screen (just anywhere in the game even at the start of the game) just hold that button (select i think it is) + the B button i think its (not sure hard to translate Evercade to Gameboy buttons) but if you hold those the map screen will flash erratically and when you let loose of those buttons and are on the map screen you press B you'll end up in random spots, out of all places in the game you come across by normally playing, outside the playing field. I don't know exactly which rom version the game on the Evercade cartridge is using but i was also able to reproduce it using the 1.2.5 "older" version of the game in BGB emu, but i have not really been able to reproduce it in the last regular edition 1.4 i think it is. Did this got fixed accidently by fixing another bug or was it a known bug all along that got fixed eventually as i could not find a mention of it in the patch notes ?
Edit i attached a video just in case it was not known and you like to investigate further but as said seems i can not reproduce it in latest version available for download here

nicely done game, good concept and i like the art style. Target times for gold etc are really nice also

https://joyrider3774.itch.io/znax

Hey,

I wonder if there is an easy way to see developpers doing crowfundings i can not seem to find a simple way to get a list of that. I can find a few of them using the https://itch.io/sales page but i wonder if there is just a section somewhere where i can see all current crowdfundings happening so i can easier choose a developper / crowdfunding i want to support.


Thanks

Please try to remember that there are people using azerty layouts in the world (like i do in my country). The current keyboard controls don't allow remapping so it's not possible to use Z (forward) Q (left) S (backward) D (right) (as i would with azerty). Having options to remap controls would be best option to fix this. Have fun further developping this game i know how hard it can sometimes be