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PictoBlitz

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A brick-breaking ball game in the spirit of arkanoid and break-out. Clear stages to reveal pixel art and unlock the next stage. Clearing all 72 will enable you to make your own stages so that the fun never stops! *This game contains flashing visuals that may trigger various health complications. The FEB update will include a setting disabling such effects.* I've had a blast coding and playing this game, and hope others may enjoy it too. Sorry for crappy screenshots, I'll find a better solution at some point.

Instructions:

Run Pictoblitz file. (Not the pictobits file, that is an older version I forgot to delete. )
  • #LEFT and #RIGHT, or Circle Pad to move paddle.
  • #A to release the ball or to fire missiles when paddle is activated and flashing.
  • #Y to pause the game.
Tips & things I didn't make obvious on the stage select screen tips area:
  • Your Multiplier is increased by not going too long without clearing a bit.
  • If the ball flashes, or loses its trail, it means your multiplier is reset to 1.
  • You can keep your multiplier alive by clearing bits with missiles!
  • Balls can be deflected with a stream of missiles, helping to steer it into gaps.
  • Your paddle will flash, and activate, if you go into a Rush (signified by the rainbow background animation), or raise your multiplier to x5. Abusing the combination of the 2 triggers can make clearing stages much faster.
  • Once you've gone into a Rush, the ball will stick once again to the paddle. Your multiplier will remain and only start to cool off once you've released the ball.
  • Firing the ball from an activated paddle results in a straight, vertical path due to the ball colliding with the missiles that are shot at the same time.
  • To remove a custom stage you've made, open the "CUSTOM" file and delete the corresponding @label and the data underneath it, then save.
  • If, for any reason, you desire to start from scratch on unlocking everything, go to the direct terminal after running the game and run the following without quotes: "UNLOCKED%=0:SAVE_MEM"
Reported bugs
  • Ball occasionally gets stuck in a corner and invariably goes downward upon moving paddle
  • Level editor will save without asking for a name. (For now, simply save again and make sure you've named it)
Thanks, all, for playing my game! I am completely open to advice, new ideas, and constructive criticism.
very fun game, i played it on my old 3ds (for about 7 mins cause battery died lol) (ill play more today) and it worked very nicely, haven't done much in it but i really like it yeah.

Replying to:SwanBot
very fun game, i played it on my old 3ds (for about 7 mins cause battery died lol) (ill play more today) and it worked very nicely, haven't done much in it but i really like it yeah.
Thanks for the confirmation, I thought there'd be a screen size issue or lag or something. It's occasionally awesome to be wrong :)

Replying to:SwanBot
very fun game, i played it on my old 3ds (for about 7 mins cause battery died lol) (ill play more today) and it worked very nicely, haven't done much in it but i really like it yeah.
screen size will never be an issue unless you are comparing XL to normal size which has little to do with which generation 3DS you are using

super interesting. Nintendo should hire you! :P

Replying to:razoredge
super interesting. Nintendo should hire you! :P
They probably have enough janitors.

Replying to:SwanBot
very fun game, i played it on my old 3ds (for about 7 mins cause battery died lol) (ill play more today) and it worked very nicely, haven't done much in it but i really like it yeah.
good to know, thanks :)

As an aside, the post-contest update is mostly done and should be posted on the 9th. I'm happy with the 4 additional paddles I've thrown in (One will replace the standard, ie shoot missiles. Another will allow you to slow time. Another still will allow the ball to phase through bits, and the last will reward clearing bits with a matching color ball) These paddles will affect gameplay in a few other ways, but the major focus is specializing in a certain power up or augmentation for each, as opposed to how similar games drop random pick-ups from block-clearing. Anyone got a suggestion for a power-up/gameplay tweak? I'd like to have at least 9 paddles for the sake of variety in the upcoming Dungeon mode.

Nicely polished high energy game!

Replying to:cujo1992
Nicely polished high energy game!
Thanks :D

Replying to:cujo1992
Nicely polished high energy game!
I thought your name sounded familiar. I looooooove Tiki Descent and play it daily. That makes your praise worth a lot to me. There's very few game devs (like 4 or 5) that inspire me to do better around here, and you're one of them. :D

Replying to:cujo1992
Nicely polished high energy game!
who are you talking to?

Replying to:cujo1992
Nicely polished high energy game!
cujo. Is he not appearing in the comment chain?

Replying to:cujo1992
Nicely polished high energy game!
he's not appearing in the replies

Replying to:cujo1992
Nicely polished high energy game!
Oh, I double replied because I'm quite slow and it hit me too late who he was. Then I had another bout of slowness and posted without an edit. If it isn't painfully apparent, I do not normally participate in forums so the etiquette and fancy editorial techniques will take me some time to pick up.

Replying to:cujo1992
Nicely polished high energy game!
believe me, your much better then many others if not almost all of them.

Replying to:cujo1992
Nicely polished high energy game!
(blushing) ... thanks for the kind comments about Tiki Descent! What struck me as I was playing Pictoblitz was how brilliant the motion of the ball was - and how compelling the sound/visual effects were as the game progressed. This immersive experience compelled me to keep playing (even though I find the game to be difficult!)

Replying to:cujo1992
Nicely polished high energy game!
I get that a lot. (the difficulty) I find it super easy so long as you can get the paddle to activate, but maybe that's creator bias. It should be more balanced with the new paddles in the post-contest update. In fact, they may make the game too easy, outside of the Dungeon mode I sort of have fleshed out. Either way, thanks again for giving my game a shot :D

i was thinking circle pad support would be nice to move the paddle around, as i am much more used to using the circle pad for games like these.

Replying to:SwanBot
i was thinking circle pad support would be nice to move the paddle around, as i am much more used to using the circle pad for games like these.
Can't believe I didn't do that already. Can and will be added to the post contest update, along with gyro if I can iron the kinks out.

Trying to figure out a simple way players can share each other's custom stages, as I'm sure nobody wants to retype all of those numbers and commas. I could convert and compress the data into a hex$ or the like, but that would amount to what I think is still too much effort and room for error. I'm sure that there is an efficient solution to this problem, but it is evading me. Any suggestions, smart people? A penny for your thoughts...