Buggy behavior, but progress!






A number of bugfixes and significant progress since I started. Feeling pretty good. May upload a demo soon
Bug Fixes
- Left most basin was not positioned properly - which is why it was being ignored, even by the L Balls. This is kind of fixed though there is a graphical glitch - the balls do wind up in the proper basin.
- H-Bomb & V-Bombs (Lightning) behavior is correct, and the balls will fall if the H-bomb goes off below them now.
- Lightning should not trigger game over if it lands on a full basin
- Still some issues with balls not clearing properly an the last dropped ball sprite lingering. I think I've fixed that though.
- Probably plenty more I'm not thinking of.
Progress/Additions
- H-Bomb & V-Bomb (Lightning) working
- Wildcard behavior working
- Paint Bombs seem to be working
- Added small sfx here and there
- Added explosion animation for cleared rows and H-Bomb.
- Changing available balls based on "difficulty" - TBD what that actually means though.
- Title screen placeholder, Info Screen, and Gameover Screen + Logic.
Next Steps
- Fix Clone Ball logic
- Fix scoring - right now its just nonsense placeholder numbers
- Fix graphic glitch/issue with balls falling into left most basin
- Source background music
- Wildcard ball may trigger line clear on 2 unique colors. Saw that occasionally but am having trouble replicating that bug.
Design Doc
Current status of the design document is a little hairy, but it works for my own note taking. Some highlights:
Sprites
Sprite | Type | Description |
1–4 | Color Balls | Red, Blue, Yellow, Green (in order) |
5 | Clone Ball | Copies effect or color of a nearby ball |
8 | Vertical Bomb | Clears column |
17 | Horizontal Bomb | Clears row |
16 | Wildcard | Matches any ball |
11–14 | Paint Bombs | Converts nearby balls to its color (in order above) |
21–24 | Left Balls | Rolls to the left basin |
31–34 | Right Balls | Rolls to the right basin |
I tried to keep it so that sprites 1-4 in the one's column corresponded to the ball colors in order, so 01 is a red ball, 11 is a red paint bomb, 21 is a left red ball, and 31 is a right red ball. It helped a little bit with simplifying some functions.
Modes
- Baby mode – one color only. Mostly used for debugging.
- Easy Mode – two colors
- Hard mode – 3 colors
- Nightmare Mode – 4 colors
- Insanity – no power ups.
Accomplishing this by having a ball_pool{} array which will just list all the various sprites. When initialized it draws from the list of available balls based on what mode is selected, preserving a ratio of regular balls to special balls (need to tweak that a little still methinks - as the special balls are still fairly common at ~30% frequency.)
Pachinko Tetris Madness
The worst part of both games!
Status | In development |
Author | deathsythe |
Genre | Puzzle |
Tags | PICO-8 |
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