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Releases: Mode8fx/blockamok

v1.21

29 Nov 05:09

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  • [Switch] Recompiled with latest libnx to address compatibility issues caused by 21.0.0 firmware update.

This update only fixes a technical issue in the Switch version; other systems do not need to update. Enjoy!

v1.2

09 Nov 17:02

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Here's another update! Probably the last one unless a bug needs to be fixed.

Changes

  • Added widescreen! (Or whatever your system's fullscreen is.) Overlay options are still present if you'd prefer to play with a square aspect ratio.
    • Widescreen may result in slightly worse performance on some systems, but New 3DS is the only one where it's actually noticeable in my experience.
  • Added three new background/overlay color options and one new block color option.
    • Also reorganized background/overlay color options.
  • Added Spawn Area setting that allows the player to change the size of the block spawn area.
    • A larger area will be more visually appealing but have worse performance on weak devices. Conversely, a smaller area will look more cramped but improve framerate.
  • Adjusted HUD element positions.
  • Assorted minor polish.
  • [Android] Increased block spawn boundaries from 10.0 to 12.0 (same as PC).
  • [PC] Config file now stores WINDOW_WIDTH and WINDOW_HEIGHT instead of just WINDOW_SIZE (which previously set both width and height).
  • [Switch] Very slightly increased block spawn boundaries from 8.7 to 8.8.
  • [Vita] Slightly improved performance. Minimum no-overclock framerate increased from ~45 FPS to ~52 FPS.

Bug Fixes

  • High score is no longer saved if debug mode is used during a game. No cheating!
  • [Android] Fixed startup crash on some Android versions.
  • [PC] Toggling fullscreen no longer resets visual settings.

Enjoy!

v1.1

20 Jul 01:59

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v1.1

Major performance improvements and others, make sure you update!

New Ports:

  • Added Android port! A controller/keyboard is required.
  • Added 3DS port! This runs well on a New 3DS, but O3DS only hits ~20 FPS on the lowest settings.
  • Added PSP port! This was previously available as an experimental release, but it's now playable on a real system.

Technical Improvements:

  • Significantly optimized rendering and block logic. This means higher framerates on all systems (sometimes much higher)!
    • The goal was usually to reach 60 FPS on the most intense settings while maintaining good block spawn boundaries, though some consoles only reach this target on less intense difficulties.
    • If you're curious, here's a breakdown of how much performance has been improved on each system.
  • Increased cube spawn boundaries on almost all consoles to take advantage of improved performance. The only exception is Wii U, where boundaries are reduced.
  • Other minor optimizations and polish.
  • [Linux] Changed save data location to point to current executable directory instead.
  • [Linux] Enabled fullscreen by default.
  • [Wii U] Reduced framerate to 540p for better performance (it basically looks the same as in 1080p anyway).

Changes:

  • Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.
  • Added Block Transparency setting. Disabling this can slightly improve performance if needed.
  • Added Frame Rate setting, intended for weak hardware.
  • Made True Analog (formerly called Type B) the default control scheme.
  • Made Pitch Black the default overlay color.
  • Renamed and reorganized some menu options.
  • Added version number to credits.
  • [Vita] Restored Giant block setting.

Bug Fixes:

  • [Gamecube] Fixed save data reading/writing (mostly; see known bug below).
  • [Vita] Fixed crash on high intensities.
  • [Windows+Linux] Fixed save data not being read when you run the game from a directory other than the one containing the executable.

Known Bugs:

  • [Android] Performance is weaker than it could be (caps out at around 45 FPS on my Retroid Pocket 2+) but improves significantly when the system navigation bar is visible.
  • [Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.
  • [PSP] Edge lines are not drawn on blocks. I highly suspect that this is a limitation of the PSP's SDL2 library.

Enjoy!

v1.0

20 Sep 23:02
0109e56

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The first release! I also included an experimental PSP build in case anyone wants to mess around with it, but it currently crashes on a real system.

Enjoy!

Coldfix 10/15/24: [Wii U] Moved WHUB into the same directory as RPX so they don't both appear in Aroma