Releases: Mode8fx/blockamok
Releases · Mode8fx/blockamok
v1.21
v1.2
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
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!