What an insanely creative aesthetic, it's real throwback! A fun puzzle to figure out too, thank you for the amazing experience~
Poobslag
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I see. Doing some googling, it seems like it's this godot bug:
https://github.com/godotengine/godot/pull/74566
I haven't seen this so maybe it's Linux-specific or only affects certain graphics cards. There's no workaround, so unfortunately I think fixing it would require someone smarter than me fixing the game engine, or porting this fix over to 3.5.x. Thanks for the report, I wish I could do more to help!
On Windows, Godot prints errors like that to the console window. I can view the console window if I launch a command line and run the game from there
$ ./turbofat-win-v0.7000.exe Godot Engine v3.5.2.stable.official.170ba337a - https://godotengine.org OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 Async. shader compilation: OFF WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: ObjectDB instances leaked at exit (run with --verbose for details). at: cleanup (core/object.cpp:2070) ERROR: Resources still in use at exit (run with --verbose for details). at: clear (core/resource.cpp:417)Does that work on Linux too?
When trying to place a piece one space away from a wall -- experienced tetr.io players will use finesse techniques like "hold left, tap right" to play quickly using DAS (Delayed Auto Shift)
In this game, left and right DAS appear to interfere with each other, so "hold left, tap right" will move the piece several spaces away from the wall as DAS remains active, even when moving in the opposite direction
It is a minor hangup but makes the later levels more frustrating, when you're trying to play quickly!
I had a lot of fun playing this -- I don't want to be too specific and ruin the experience for others reading the comments, but I'll just say there are some levels later that aren't like the levels before, and I thought it was impressive how those different levels were still balanced and fun to play
I think a lot of people like myself see some of the stars or challenges and think, "Oof! That looks too hard for now, but maybe I'll come back and do that later." And I think this game has an interesting moral about those kinds of challenges.
Cool game, thank you!!!
Glad you had fun with the hold function! You're right, the game is not balanced for it and it makes things easier than intended - but if it makes it more fun, then go for it! I won't tell 🙊
I'm imagining the tutorial will be a few set downstacking scenarios, clear 5 lines with these pieces
Someone in the Turbo Fat Discord suggested I add some parts of the How To Play wiki to the downstacking tutorial, specifically the "Cursed Shapes" section: https://github.com/Poobslag/turbofat/wiki/how-to-play#cursed-shapes
https://github.com/Poobslag/turbofat/issues/220 I've added a downstacking tutorial to the set of planned tutorials. I have an idea for how I might teach it. Thanks for the suggestion!
Thanks, I've never been so sad to delete so much code! It really was a heart wrenching week undoing all the hard work I put into that mode.
When I thought about what freeroam mode was going to contribute to the final game, two things came to mind. The first is this big world where players wouldn't know where to go next, or how to find the next puzzle. The second is all this cool and funny dialog which they might completely skip over by mistake, because they didn't talk to the right person at the right time. So -- I'm hoping Career Mode will be more streamlined and ensure everyone sees the entire story if they want to.
Thanks for checking out my work! I'll have a new version up with a new story for chapter 2, although I'll have to think about how to let players rewind the story mode to experience it if they've already gotten past that point. Maybe a cheat code to undo some of their progress!?! That would be weird, ha ha~
Whoa awesome, I'll pass that on! The music is by Pete Ellison of Diskowarp Records, he plans to release the soundtrack once the game is finished.
For now, you can grab the .OGG files from the source code repository if you want to add them to your music library.
https://github.com/Poobslag/turbofat/tree/main/project/assets/main/music
If you click each .OGG file it should take you to a page with a download button in the upper-right corner.
https://github.com/Poobslag/turbofat/blob/main/project/assets/main/music/triple-...
Sorry this is so cumbersome! I really need to work faster to finish the game so Pete can release an official soundtrack 😅
Sorry, I know people who are used to classic Tetris will want a line piece! Just like people coming from modern Tetris will want a hold piece, or people coming Puzzle Fighter will want a bomb piece. I know these things would make the game a lot easier. But, with practice the game is easy even without these.
You have a squish move, and you can use it in some clever ways which are even more powerful than a line piece! But, it takes practice to figure out -- and practice to not dig wells in ways that you can't squish down to them.
I'll add a restart button for practice mode and story mode!
Wow! These are really cool suggestions, so I'll respond to them individually
> Richard Scarry's busy little town illustrations and Where's Wally books
This is a cool idea, but I want to avoid it because I want to have a lot more frogs and sharks. Currently it takes me about 5 minutes to draw a new frog, so I could probably add like 50 frogs in a day if I really went at it. ...This suggestion makes it harder to add new frogs because at a mininum, I'd have to have new graphics for each frog without the 'card' outline, and logic for where each frog belongs. But to actually make it look good -- I'd probably want to have logic to make sure you don't drop a scuba diving frog in the sand, or a weighlifting frog in the middle of the sky. So I'd have to choose between having 100-200 simple frogs like I have now, or 20-30 cool Richard Scarry frogs.
> It'd make sense to have a place (a separate scene maybe?) for sharks too
I love this idea. I have ideas for a frog artist who draws you pretty frog pictures as you find more frogs. Maybe there can be a shark artist too!
> I'm a big fan of inviting players to reflect rather than compete
I greatly respect your ideas on this. It's discouraging to repeatedly look at a high score you set months ago, or to be faced with the implication that every playthrough is pointless if you didn't set a record. A "recent N playthroughs" idea is intriguing but seems like overkill when there are 20-30 different levels to chart, so I'd lean towards something simpler
> additional UI responsiveness - hover sounds, maybe visual pops
These are all good ideas! I was originally going to have the cards flip over like playing cards, although now I like the snappiness and surprise of just having them "Pop". I still think a little squash stretch or scaling would be a good addition. I don't want to overdo it because I think the understated subtlety of the UI adds to its charm -- but just a little!
> I'd love to see the "progress summary" screens be interactive... I'd also love to see a "return to menu" option
I think both of these could go together. Maybe a "bye bye" button in the bottom left to return to the main menu, and a "fast forward" button in the bottom right. The fast forward button could skip to the next level -- or if you found a shark, the fast forward button could spawn more sharks and make them run faster.
> if the sharks had a small chance to trip
Ha ha, this is a very cute idea. ...I don't think it would be hard to add. ...Actually, when I was first making the game, I considered letting the player keep their finger if they avoid sharks for long enough. But, it feels like it might turn what's currently a cute easter egg into a tedious mandatory experience.
Thanks for all your suggestions! I'm going to turn most of these into change requests and enter them into my backlog for the final game. They're very good!!