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Cart #virusbuster-2 | 2020-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A quick post-bubble bobble version of a Dr Mario (or DS Germ Busters) style puzzler.

Controls

Arrow keys to move left and right
[O] and [X] to rotate (Z and X on the keyboard)

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1

This looks nice, and I like your rebranding (I'll have to do that with some of the little arcade remakes I'm working on).

I would just say that the downward movement of the pills could use a bit of work. Either smooth downward movement or tile by tile works fine, but I found the hybrid motion you have right now a bit hard to deal with.


1

Hey, thanks for the feedback.

I wrote a quick tile-based tutorial for my kids and then decided to take it a bit further and smooth things out a bit (it is still tile-based behind the scenes).

I guess I've kind of got used to the movement since I've tested it a fair bit.

What part of the downward movement do you think needs work? is it lining pills up to slot them in?

Thanks again for the feedback. Much appreciated.

Update
After looking at your Tetris, I can see that you've gone for the constant drop speed approach. I may be able to work this in, it's just a case of matching my smoothing speed with the downward speed.


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I like the music verity but ounce you got pieces all most at the ceiling your pretty much dead 100%


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@pahammond

Well, maybe I should have been a bit more precise in my feedback. It's not that the basic motion is bad, it's that the soft-drop motion is a bit unpredictable and unwieldy because its speed varies. Either tile-by-tile or pixel by pixel, a constant (average) drop velocity is easy to predict, but the smoothing you have with the regular drop seems to be interfering a bit with the added velocity from pressing the drop button and making it speed up and slow down a bit, which makes precise control more difficult. At least that's my opinion as a complete non-expert Dr. Mario fan.

About tetris, I was actually going to do a tile-by-tile drop because I intuitively figured that Gameboy Tetris used that so it must be simpler, but that wasn't the case for me. Trying to implement it actually took more characters that I couldn't spare, and there seemed to be a greater risk of pieces falling through the floor, so I just went with making the pieces drop no more than one pixel per frame. You're not being as restrictive on yourself, so you've got lots of options.


2

Have updated it to a smooth drop now. Like you say, so much easier to predict and it just looks better too. Thanks



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