Release New Pandora-Exclusive Original Game: NubNub!


Good suggestion, I will add something like that at some point. It wouldn't really make the C4A scoring unfair, because you would start at 0 points and the way to get the most points would be to start at level 1. But it would be nice to practice the hard levels without having to go through the boring easy levels all the time.
 
I've had a go now. Excellent fun! I'm completely crap at it, but still :)
 
I like it.

I read the "help" first and so managed to take out 2nd place (after _wb_) on my first try. Yay :)  but it probably won't last long

I found it's not very difficult in the first levels, and the game seemed to last for a long time,
so I suggest a setting for higher difficulty level or to start at a higher level. (if not already)

Good game!
 
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a couple suggestions for _wb_ otherwise:

- can you make transitions between levels? It's a bit too sudden currently.

- can you explain what the big glowing yellow/pink balls do? They dont seem to do anything.

- maybe introduce more physical obstacles in latter levels?

- repulsion is an interesting effect but when you get that status in later levels it's very very hard to stay alive. maybe some tweak is required? 

But its already great in the current format :)
 
- There is a "transition", and it takes exactly 100 frames or 1.6 seconds :) You're invincible during those 1.6 seconds btw. I could make the transition a bit longer I guess, but I want to keep things fast-paced, so I'm not going to change it much.

- They are explained in the README. They don't do anything unless you touch both of them (on both sides of the barrier) at the same time.

- Yes, maybe I could do that. I'm a bit hesitant to change much, because I want to keep C4A scores comparable.

- Repulsion automatically slowly goes away over time (except in the repulsion rounds), so if you get repulsion, it's best to just wait it out and try to find green bonuses to get rid of it quicker. Don't try to catch yellow bonuses. And of course avoid the blue stuff.

I'm going to add the requested feature to start from any level you've already reached before. That should make it easier to practice the hard levels without having to go through those easy first 10 levels all the time.
 
I'm going to add the requested feature to start from any level you've already reached before. That should make it easier to practice the hard levels without having to go through those easy first 10 levels all the time.
If that's the case please don't make it count for c4a :)
 
As was said earlier, starting at a later level will mostly diminish your score, so... :D
 
I just took a nice long bath so I had some time for coding. The sporadic crashes should be fixed now. Also you can now start from any level you've reached. On the first run after updating, you will still have to start from level 1, but from then on it will remember what level you have reached. You can select a starting level with the dpad left/right or shoulder buttons in the main menu.

Get the update from the repo!

And use the new feature to train your NubNub-skills so you guys can beat my highscore before I improve it myself! ;)

_wb_ (from his bath tub)
 
a great game - a request i like the split mode (currently haveto hold down R) possible to define default mode as another feature?

cheers
 
_wb_ (from his bath tub)
O(ff)T, what's the humidity tolerance of a pandora?

Obviously submerging it would be a bad idea, but how much can it cope with vapour from a hot bath?

I imaging that water droplets condensing in it would be bad too.

O(n)T, is there any way to compensate in software for my erratic nubs? They tend to drift into a state where one (or both) axis are skewed so that (for example) pushing the nub to the far right is 'stopped' and the far left is 'very fast leftwards'
 
If you can come up with a correction formula, it's just a matter of plugging in the formula between the input readout and the processing. You can use the NubNub pause screen to get an idea of the reachable positions, and you can hack the nub input code in src/main.cpp to "manually calibrate" it to your erratic nubs.
 
a great game - a request i like the split mode (currently haveto hold down R) possible to define default mode as another feature?
I'm planning to add the following: the keys "1" and "backspace" (the two keys closest to the shoulder buttons) would act as toggles for the shoulder buttons. So for example, the normal behavior is that you have to hold R1 to split and release it to join. When you press backspace once, the behavior becomes reversed: you have to hold R1 to join and release it to split. When you press backspace again, the behavior is back to normal.

Would that be OK? Are those keys OK? (Maybe "Q" and "P" are better choices, or maybe I should allow both?)

Should the status be remembered when you quit/restart the game, or is that overkill?

Should I show some kind of visual indication of the current status (if so, what?), or will it be clear enough from the behavior?

Any other feature requests? Also, if you still get crashes or experience any other problem (even if it is a minor issue or silly nitpicking), please don't hesitate to tell me! Your feedback is very valuable!

Also: if you gave me 3 or 4 stars on the repo, please let me know if you think there's anything that could be improved. I have no way of knowing the reasons for a rating unless you tell me what the reason is - and I would be very interested in knowing those reasons. Even if it's feedback I can't really do anything with, like "the game works very well but I just don't really like the genre, I prefer JRPGs", then I'd still like to hear it! :)
 
I think the controls are fine as they are but if you're going to add toggle keys i'd say "Q" & "P" are far more ergonomic choices than "1" & "backspace" as these keys are pretty small. However i can see the merits of both as "1" & "backspace" could be pressed by index fingers without having to take your thumbs off the nubs, whereas "Q" & "P" would feel more comfortable, but they are definitely thumb-keys.

Since updating to the new version i've had 1 seemingly random segfault that i've been unable to reproduce or replicate since. nothing seems glaringly obvious in the logfiles, if it happens again i'll post the pnd-out here.
 
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Another update from my bath tub!

Check the repo.

There is now an Options menu, in which you can configure the behavior of the two shoulder buttons, and select the graphical level of detail. More detail means you need a higher CPU speed. The default setting of 8/10 roughly corresponds to the "old" graphics, setting 9 adds nice but cpu-intensive attraction/repulsion visualization, and setting 10 simply disables framedrop (this is intended for 1GHz models, 600MHz models need an occasional framedrop even when overclocked).
 
Played setting 10 and it looks,sounds and plays smoothly.

1 gig @900mhz.

and I like the fact that it remains on that setting when restarting the game  :D

Did not notice before the electrostatic circles that appear around the bubble being controlled by the nubs.

Yes and I enjoy seeing the shadow effects under the bubbles...well done sir. nice shading.

The grid background comes alive and is mesmerizing....hypnotic.. B)

I cannot get passed survive level yet...

I really like this one.
 
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The circles are new indeed: green circles indicate attraction, blue circles indicate repulsion.

Survival levels can be hard indeed. Some hints: stay as small as possible: don't move too much, and move from the center (L1 held in the default setting) with both nubs together to move in a way that minimizes your contact area. Don't touch small red stuff, it kills you. Blue stuff cannot kill you by itself. Very big red stuff is harmless.
 
That was fun :) Had a couple of games today and had not read the description of the game before. At first I was only using one nub, but then I realized in this game you control both sides of the 'snake'. Makes it harder but also quite unique and fun. 

A shorter game mode would be nice. 

Great job and thanks for sharing this excellent game _wb_!
 
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