I finished the last level, it took around 12 minutes to finish. I added 100 levels and will upload an update shortly with a new release.
I had to play and finish all the levels to test them, around level 80+ they get very hard. Also adjusted the powerups so they now spawn more frequently to make the game easier.
At high Arcade levels, the game starts with a higher difficulty multiplier, and at some point it becomes practically impossible to blip between two points because the speed is too high. In those cases, powerups are the only option, so the focus becomes keeping a powerup active as much as possible, without them it's very hard to land a blip.
For reference, the starting difficulty is calculated as:
This gives a base difficulty of 1.0 at level 1 and a max of 3.5 at the top level (100) in yesterday's update. The rate of increase depends on Settings.MAX_LEVELS. Difficulty also rises within a level as time passes.
In endless mode you start at 1.0 and difficulty increases over time. I haven't tested the theoretical maximum survival time using only perfect blips without powerups, but I'd guess around 15 minutes before it becomes virtually impossible to survive.
I'll start thinking about a leaderboard once I have time.
Hi. thanks for the interest and the work you put into the port. I definitely will try it when I have time.
Yeah, I figured the shaders would be problematic on mobiles. On my phone the performance is abysmal and it's impossible to play with the shaders active, but I made the game for PC where I spend most of my time ;)
Also, first time I've heard of Sailfish OS, I'm very glad to see a Linux-based mobile OS.
I'll make sure to check out your port later. Thanks again.
Hey! I've been very busy with work and haven't checked your port thoroughly, but it looks like you forked an earlier version. There are some fixes in the current version on the GitHub repo that could help your port.
I'm interested in getting the game to work on Android and, by extension, ARM, so I need to see whether I can fix the shaders to work on that architecture. Hopefully I'll have time this weekend.
If I make changes to better support ARM, I'll let you know. Thanks for your interest and your work on the port!
I've been very busy with my day job and haven't been able to spend time on FLASH-BLIP. I have a half finished rewrite of the text generator so it's resolution independent, hopefully I'll have a bit of time this weekend to finish it.
I haven't been able to dig into the shader issue yet, I want to first make sure the game renders correctly on any mobile resolution, and then look into the shaders.
In the video you shared, is the game running at 60 FPS?
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I got a High score of 3560. What's the wr?
Hey! I’m guessing this is the one :D
I finished the last level, it took around 12 minutes to finish. I added 100 levels and will upload an update shortly with a new release.
I had to play and finish all the levels to test them, around level 80+ they get very hard. Also adjusted the powerups so they now spawn more frequently to make the game easier.
I think a leaderboard would be a nice addition.
Cheers!
Wow you're good!
Yeah a leaderboard would prob be best
I'll keep grinding; I got nothing better to do : D
Hey!
At high Arcade levels, the game starts with a higher difficulty multiplier, and at some point it becomes practically impossible to blip between two points because the speed is too high. In those cases, powerups are the only option, so the focus becomes keeping a powerup active as much as possible, without them it's very hard to land a blip.
For reference, the starting difficulty is calculated as:
This gives a base difficulty of 1.0 at level 1 and a max of 3.5 at the top level (100) in yesterday's update. The rate of increase depends on Settings.MAX_LEVELS. Difficulty also rises within a level as time passes.
In endless mode you start at 1.0 and difficulty increases over time. I haven't tested the theoretical maximum survival time using only perfect blips without powerups, but I'd guess around 15 minutes before it becomes virtually impossible to survive.
I'll start thinking about a leaderboard once I have time.
Thanks for playing!
Hi. thanks for the interest and the work you put into the port. I definitely will try it when I have time.
Yeah, I figured the shaders would be problematic on mobiles. On my phone the performance is abysmal and it's impossible to play with the shaders active, but I made the game for PC where I spend most of my time ;)
Also, first time I've heard of Sailfish OS, I'm very glad to see a Linux-based mobile OS.
I'll make sure to check out your port later. Thanks again.
Hey! I've been very busy with work and haven't checked your port thoroughly, but it looks like you forked an earlier version. There are some fixes in the current version on the GitHub repo that could help your port.
I'm interested in getting the game to work on Android and, by extension, ARM, so I need to see whether I can fix the shaders to work on that architecture. Hopefully I'll have time this weekend.
If I make changes to better support ARM, I'll let you know. Thanks for your interest and your work on the port!
Hey!
I've been very busy with my day job and haven't been able to spend time on FLASH-BLIP. I have a half finished rewrite of the text generator so it's resolution independent, hopefully I'll have a bit of time this weekend to finish it.
I haven't been able to dig into the shader issue yet, I want to first make sure the game renders correctly on any mobile resolution, and then look into the shaders.
In the video you shared, is the game running at 60 FPS?
Very nice work, plinkr! Love the post-processing effects, I could never do that :P. Keep going!
Hey! Thanks for your kind words!
the post processing effects are using the shaders inside lib/shaders/*
in
main.luayou can see the configuration:```
effects = moonshine(moonshine.effects.glow) .chain(moonshine.effects.gaussianblur) .chain(moonshine.effects.scanlines) .chain(moonshine.effects.crt)
effects.glow.strength = 20 effects.glow.min_luma = 0.1 effects.gaussianblur.sigma = 1 effects.scanlines.width = 4 effects.scanlines.opacity = 0.2 effects.scanlines.color = colors.light_blue
```
These shaders are part of the moonshine project https://github.com/vrld/moonshine
Oh wow
I'm lost for words.... :P
Lemme check out the git project to see for myself :)