Tilematch Updated


miq01

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Hi. I've released a new version of Tilematch.

New features and corrections:
- Goes back to the console menu after exiting.
- Improved cursor movement with the stick during game.
- High-Score table works.
- No more "CREDITS" option (refer to README.ENG.txt).
- Added basque and galician languages.
- Some key functions have changed.

Read README.ENG.txt for more info.

Download here.
 
Great game. I also love the Zoo Keeper on the DS. Is it possible to implement the wicked tunes from the original game? That would make tilematch perfect.

Anyway, thanks a lot for this release.
 
thank you mig01, i've been playing zookeeper since the flash game made the internet rounds :lol:

your version is nice ...

however, every time i go to select any language, then hit the selection key (a/x/b/y, one of those), the game freezes! is this a bug or am i doing something wrong?

still very fun! i was disapointed the animals didn't start jittering when you're time began to run out (which is SO CUTE! hehe), and the red background makes the monkey's blend in. :ph34r:

again, thank you for the rad clone!!!
 
^ I agree. If it is possible could you make the animals react like the original when the time is running out?
 
chaos engineer posted on Dec 3 2005 at 05:05 PM said:
Is it possible to implement the wicked tunes from the original game? That would make tilematch perfect.
I'm not trying to clone Zoo Keeper and, in fact, I've already made sound effects and music for this game (but I'm still unable to link to SDL_mixer, so it is disabled for now).

starpause posted on Dec 3 2005 at 05:21 PM said:
however, every time i go to select any language, then hit the selection key (a/x/b/y, one of those), the game freezes! is this a bug or am i doing something wrong?
You're doing nothing wrong, but it doesn't happen to me and I've asked this at GP32Spain and nobody found this problem Is it always like this? Does it happen to anybody else here?

starpause posted on Dec 3 2005 at 05:21 PM said:
i was disapointed the animals didn't start jittering when you're time began to run out
Again, this is not the exact clone. I tried to do that but it didn't work, so I forgot about it since I wanted to solve other issues first. Maybe on further versions...

g4m3r posted on Dec 3 2005 at 06:59 PM said:
If it is possible could you make the animals react like the original when the time is running out?
Ok. Seems like I'll have to implement that... :) The Linux and Windows version play a sound that tells you time is running out, so hopefully it'll be on GP2X when I manage to build it with SDL_mixer.
 
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miq01 posted on Dec 3 2005 at 01:18 PM said:
g4m3r posted on Dec 3 2005 at 06:59 PM said:
If it is possible could you make the animals react like the original when the time is running out?
Ok. Seems like I'll have to implement that... :) The Linux and Windows version play a sound that tells you time is running out, so hopefully it'll be on GP2X when I manage to build it with SDL_mixer.

haha, i'm sorry--i'm not exactly sure what a clone is i guess ... i was using the term loosly--as a game that looks and feels like another.

but it's music to my ears, hearing you might be able to wiggle the animals :lol: :) :wub:
 
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how about linking it static so the people don't need to install the sdl libs. this is way better for most users.
 
synkro posted on Dec 4 2005 at 12:27 AM said:
how about linking it static so the people don't need to install the sdl libs. this is way better for most users.
This is something i didn't realise. It's already linked statically! :) If you do not have SDL installed, can you try if it works? Thanks.
 
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Just another brief congratulatory note on making a very very cool game - and a possible feature request of being able to cancel a game once started; as far as I could tell, there's no way to stop playing if you chose the wrong mode by mistake, or you can see you're not going to be able to make a level and might as well restart.
 
Tobriand posted on Dec 4 2005 at 02:39 AM said:
Just another brief congratulatory note on making a very very cool game - and a possible feature request of being able to cancel a game once started; as far as I could tell, there's no way to stop playing if you chose the wrong mode by mistake, or you can see you're not going to be able to make a level and might as well restart.

Thanks! :) You're right. There's no way to exit but waiting for the time to run out. First version used the R button, but it was very easy to press it by mistake, so I decided to remove that feature in the mean time. Next version will probably add a combination of keys that let's you quit playing.
 
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Is it possible to implement the wicked tunes from the original game? That would make tilematch perfect.
I'm not trying to clone Zoo Keeper and, in fact, I've already made sound effects and music for this game (but I'm still unable to link to SDL_mixer, so it is disabled for now).

cool, I am looking forward to listen to your sound effects and your music.
 
I have a friendly suggestion. It seems if I press joystick not squarely left or right or up or down, the input doesn't get used. Since I heard that GP2x returns 8 way joystick input, you may consider something like

Left + Left Up = Left
Left Up + Up = UP

Things like that. While I was playing I noticed joystick wasn't registered when I slightly press upward while pressing right and so on. Due to what I do for living those things catches my attention. Otherwise, it's a very enjoyable game that I play everyday since it came out. :)
 
Now I'm going into your design, so I feel a little ackward, but here is my idea that you may consider.

When blocks, or animals disappear, you can lenghen the animation a bit and let the player move the blocks while it's still animating like Meteos for DS or Puzzle League for DS/N64. IMO, that will make the whole pacing faster and more exciting. Just a thought. :)
 
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