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NeoTechni

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A member registered Mar 15, 2019 · View creator page →

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I just got notified of this! Thank you, I was hoping for an actual crash log.

that COULD be it, not sure. But playdates used to provide more detailed crash logs than that. Sadly that pic tells me nothing

whoops! Thanks for noticing. Should be fixed now

I've tried it and can't reproduce the error, can you please post a screenshot of it?

  • as for the falling, it's not that it's slower, it's that it animated smoother. The NES version only shows when the tile moves a full grid space. My version increments it so that it animates through the grid space
  • as for dropping multiple pills, I have fixed that so it only drops 1 until you let go of the button
  • as for the menu bug, I have fixed that

Thank you for the suggestions/bug report

I just tried it on 2.0.1 and it's not crashing for me. I suggest uninstalling and reinstalling the game, as it's possible the save data got corrupted. 

If you could send me a screenshot of the crash that might let me track it down

Thank you. I was a bit disheartened by rejected by the PlayDate store...

I'll work on it. Controls are a priority for me as I have a rather large collection of game controllers, so I need to get it right.

thank you. I'll get it fixed when i get home from christmas. I didnt get notified of this topic or Id have done it much sooner

thank you.

Fixed a few bugs, I want to get a room done before I upload the update (the updating process for users is annoying enough that I feel I should avoid it) and of course I thought I was picking a simple/small room, but doing a small room in this style is harder than a big one!

press PlayDate's menu button and "exit to menu"

all the games are on the menu, you don't have to go to the computer to access them, I only imply you have to as part of the series' theme of making everything vague/deceptive

There's no progression yet, you just beat a game and it starts a new one when you press a button. The plan is beating games will add to the completion at the top, and once you reach 100% you get a waffle party minigame, as well as being able to buy the useless desk items with points

yes ty

You're welcome. Having the actual hardware makes a huge difference. Also if you get stuck trying to walk into halls, Holding A slows you back down

it did. also turning motion sensing off.

can you post a picture of the crash text? And are you using the latest update? (cause there was a crash I fixed as I got my own playdate a few days ago)

It won't go past the "strangest.io" screen no matter what I do.

Also the minigame text is way too small, I'll be fixing that of course. 

I've made it usable with the dpad as long as the crank is docked

I've been playing for a while now and I think I have the new detection working pretty well. And it uses the X/Y-to-grid-coordinate function only once, instead of 6 times per iteration (the AI has 16*20 to 40 iterations to figure out a move). So it should be a lot easier on PD's CPU

I've started work on a faster version of the collision detection. It's giving me a lot of problems which are hard to track down cause they only happen in very specific scenarios. It also is less accurate, in that the bubble will fit in holes it wouldn't before.

I am seriously considering only using the faster method in versus mode where it's needed to speed the AI up.

IS THAT A THING!?!? Itch should just let you!

I don't want to put my email address on here, but if you make a level in the editor and save it as a QR code, it'll show you my email address. Email me and I'll send you the file.

Yes? It should have been a long time ago.

Press down on the main menu till you get to the screen/device orientation option

Unfortunately the music player the SDK gives me is current;y broken: https://devforum.play.date/t/im-been-having-a-lot-of-trouble-with-the-fileplayer...

The devs hope it'll be fixed soon. Until then, WAVs won't work. MP3's will work, but I can't detect when it stops

When it gets fixed, I will likely have to convert some common/open tracks to PDA using their compiler and host them on a web page :(

Thank you. I was hoping someone would tell me if it worked properly. I don't have one to test it on, yet.

It's no problem, I love the support I've been getting from PlayDaters. I used to have an app with over 20,000 users till CBS had me take it down, so I love that I'm getting this kind of feedback again.

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I've added a new crank setting, "Front", which will stop at the edges, and added paddle speed to the main menu

That's good to know (since I don't have one yet). Thank you.

Sound added. I am having a lot of trouble getting music to work in the simulator though...

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Thank you.

There is an option for that, press the menu button, switch the crank mode from "abs" (absolute, where it matches the angle of the crank to the position in the level) to either "slow" or "fast"

If that's not what you wanted I can change "abs" to only use either the front or back half of the range

That's the plan before I move on to the next game.

Added a speed setting from the main menu in increments of 0.25, and made it increase the speed 0.20 every 30 seconds. Had to make it also increase the speed of the paddle as even the AI couldn't keep up with it.
Working on the damage indicator now, which will be easy

Thank you.

Ironically the speed thing will take some work, as once the speed exceeds the size of the blocks the collision detection would break down. But there's a way around that in that I just run the increment twice, instead of using a bigger one. Then the math will work just fine. So not hard.

And you're right about the visual indicator. That should be simple. Yeah, I'll do that today.

Thanks, I could have sworn I tested the rotation... Fixed.

Sound is planned. As well as Puzzle Bobble, because Taito screwed up the Egret 2 mini by not letting us control it with the spinner

I just have to figure out the math involved, since I'm used to working with squares and grids.

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Changing the names/swapping the direction of the crank is easy the way I have everything set up.

But as a Vita owner, I don't like when devs use the accelerometer for rotation as it prevents you from using it the way you want. Though I'm not the one playing the game so I could easily add another option for that. Not sure how long the transition will be though since it would reload the images

Almost done. It supports both rotate clockwise and counter-clockwise since I didn't know which one you'd prefer

How it works:

  • the main menu screen lets you select an option by pressing up/down, so I added orientation to it. left/right will change the orientation once the game starts
  • I rotated all the images, and it loads a specific image depending on the rotation mode. I didn't have to do this, but I wanted to save the performance cost of having the hardware rotate the images since the PD doesn't have a GPU
  • then I use a function to rotate all the X/Y coordinates while anything is drawn, saving myself a ton of work

Luckily I've done this exact thing before with a Star Trek program meant to run on a tiny computer that could easily be rotated, but it's built-in screen rotation didn't rotate the X/Y coordinates of the touchscreen, thus making it useless. So I had to do it myself.

ARG!

I have hopefully fixed  both issues

It does help

Which direction were the balls going in, horizontally or vertically?

There's specific code to prevent the ball from going endlessly horizontally, but not vertically