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|description=Guideline Tetris for GBA. | |description=Guideline Tetris for GBA. | ||
|author=akouzoukos | |author=akouzoukos | ||
|lastupdated= | |lastupdated=2023/01/08 | ||
|type=Puzzle | |type=Puzzle | ||
|version=3.4. | |version=3.4.5 | ||
|license=GPL-3.0 | |license=GPL-3.0 | ||
|download=https://dlhb.gamebrew.org/gbahomebrews/apotris.7z | |download=https://dlhb.gamebrew.org/gbahomebrews/apotris.7z | ||
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|source=https://github.com/akouzoukos/apotris/releases | |source=https://github.com/akouzoukos/apotris/releases | ||
}} | }} | ||
'''Apotris''' is a Gameboy Advance game that features a puzzle gameplay mechanic of stacking blocks, with an emphasis on providing a smooth and enjoyable experience. It follows established guidelines to ensure that all in-game actions such as spins, kicks and setups function as intended. The game also focuses on delivering satisfying visual effects. | |||
For Everdrive users, you might have to set the save type for the game to SRAM for saves to work. | For Everdrive users, you might have to set the save type for the game to SRAM for saves to work. | ||
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==Changelog== | ==Changelog== | ||
'''v3.4.5''' | |||
* Added initial hold/rotation type. Type A activates if the button is held while a new piece spawns. Type B activates if the button was newly pressed during the previous clear/entry delay | |||
* Saving now works on Analogue Pocket openFPGA | |||
* Fixed spawn position for held pieces. Pieces that spawn after holding now have the same spawn logic as other pieces | |||
* Fixed initial hold issue where that caused the first hold to happen twice | |||
* Fixed initial rotation not working in Master Mode with Normal rules | |||
* Fixed save conversion issues that caused crashes during highscore screen | |||
* Fixed clear text showing in Training Mode Load/Save menu | |||
* Fixed bug that caused the game to freeze in Survival Mode after a Perfect Clear | |||
* Disable diagonals no longer affects Classic Mode | |||
'''v3.4.4''' | '''v3.4.4''' | ||
*Added Initial Hold & Initial Rotation toggles in handling settings. | *Added Initial Hold & Initial Rotation toggles in handling settings. |
Revision as of 03:26, 11 Ocak 2023
apotris | |
---|---|
General | |
Author | akouzoukos |
Type | Puzzle |
Version | 3.4.5 |
License | GPL-3.0 |
Last Updated | 2023/01/08 |
Links | |
Download | |
Website | |
Source | |
Apotris is a Gameboy Advance game that features a puzzle gameplay mechanic of stacking blocks, with an emphasis on providing a smooth and enjoyable experience. It follows established guidelines to ensure that all in-game actions such as spins, kicks and setups function as intended. The game also focuses on delivering satisfying visual effects.
For Everdrive users, you might have to set the save type for the game to SRAM for saves to work.
Controls
Left/Right - Move falling piece
A - Rotate Clockwise
B - Rotate Counter-Clockwise
Down - Soft drop
Up - Hard drop
L/R - Hold piece
Start - Pause
Screenshots
Changelog
v3.4.5
- Added initial hold/rotation type. Type A activates if the button is held while a new piece spawns. Type B activates if the button was newly pressed during the previous clear/entry delay
- Saving now works on Analogue Pocket openFPGA
- Fixed spawn position for held pieces. Pieces that spawn after holding now have the same spawn logic as other pieces
- Fixed initial hold issue where that caused the first hold to happen twice
- Fixed initial rotation not working in Master Mode with Normal rules
- Fixed save conversion issues that caused crashes during highscore screen
- Fixed clear text showing in Training Mode Load/Save menu
- Fixed bug that caused the game to freeze in Survival Mode after a Perfect Clear
- Disable diagonals no longer affects Classic Mode
v3.4.4
- Added Initial Hold & Initial Rotation toggles in handling settings.
- Fixed various UI Bugs.
- Fixed bug where pieces would have wrong spawn rotations after pausing.
v3.4.3
- Fixed IHS getting stuck to on position
v3.4.2
- IRS and IHS now only work on button hold, and behave more like their TGM counter parts in Master Mode
- Disable Diagonals is now always set to SOFT when playing Master Mode with Normal rules
- Fixed Disable Diagonals soft option not working when rebinding keys
- Fixed in-game score display bug (would show the score modulo 2^16)
- Fixed save conversion from versions 3.2 and before
- Fixed lines not getting cleared if saving during clear delay in Training Mode
- Fixed zone meter animation getting stuck if zone gets activated while it's happening
v3.4.1
- Fixed Master Mode tuning issue on high speed level
- Fixed palette not resetting after zone if player tops out while breaking a record and closing the game
v3.4.0
- Added Master Mode (based on TGM3) available with Normal handling and SRS or classic handling with ARS (secret-grade and promotion exams to be added in the future)
- Added a marathon sub-mode called Zone where clearing lines fills the zone meter, which you can then spend to activate Zone. During zone, lines don't get cleared right away and instead get cleared all at once when zone ends.
- Handling changes:
- You can now set DAS to an exact number of frames (keep pressing left on the Auto Repeat Delay setting to set this)
- Added "Instant" options to ARR and Soft Drop Speed
- "Delay Soft Drop" option to toggle the delay before soft drop starts when holding down
- Disable Diagonals now has 3 options: OFF/SOFT/STRICT. (Strict ignores the second press entirely while soft only ignores it while the first button is held down)
- Added connected skins (3 for now, but I will add more in the future)
- Added Gradient Backgrounds graphics option. If you want to disable this, set it to 0 0 0.
- Renamed previous Background option to "Grid" which describes the setting better
- Pressing Select in Graphics Settings resets them to default
- Added Pro Mode. Enable it by holding L or R while starting a game. With Pro Mode a PPS counter and a correct finesse streak counter get enabled. Also clear delay gets reduced to 0.
- Improvements to Training Mode:
- Added a level selector to Training Mode so you can practice at speed
- If you top out, the board just resets instead of leading to a game over
- Pressing pause opens the "Saves" section if the last time you paused you had "Saves" open
- Added several stats to the post-game stats, including "IGT" or In-Game Time which is a timer that doesn't count during clear delay, so that you can compare your times with other games that don't have it
- Pause menu now hides the board and previews to prevent cheating by pausing to think
- Added the post-game stats and mode text to the pause menu, so you can see all of them while in-game
- Fixed a few UI bugs
v3.3.0
- Added Classic Mode (based on NES, has both A-type and B-type)
- Added sub-modes for sprint and dig (sprint attack and dig efficiency)
- Added the Skin Editor where you can create your own skins
- Added 2 new skins and a new palette
- Reordered the graphics settings
- You can now see your total playtime in the settings screen (starts tracking from this update onward)
- It is now possible to reset a scoreboard by pressing L + R + Select while viewing it
- Improved DAS/ARR making it more consistent, though DAS might feel a bit faster
- Improved the "disable diagonals" option. Now the second key-press causing the diagonal is pressed when the first key is released, instead of ignored completely. This makes "rolling" the d-pad possible
- You can now input hold or rotate the next piece while in the line clear animation
v3.2.1
- Added a sound effect when big mode gets enabled
- Fixed bug with rumble and added more adjust-ability
- Fixed small place effect issues
- Fixed NES palette bugs
v3.2.0
- Added Gameboy and NES skins and palettes
- Added Big Mode (5x10 mode, input the konami code in the title screen to enable)
- Added Rumble support
- Added a new effect when placing pieces (Place Effect in Graphics Settings)
- Select button can now be bound in Controls
- Added mode name and more stats in the post-game screen
- Announcer is now more excited for Quads
- Fixed incorrect 180 spin kicks
- Fixed other small bugs
v3.1.0
- Combo "walls" now go up all the way to the top
- Placing a piece in combo mode before starting a combo no longer leads to Game Over
- Post-Game stats now keep showing state until reboot
- Fixed Rotate Left/Right labels in Controls settings being
- Fixed bug that caused early top-outs
- Saving on cartridges with both flash and SRAM/FRAM should now be handled correctly
v3.0.1
- Fixed bug in survival mode.
v3.0.0
- Added 4 Wide Combo Mode.
- Added tetr.io style Blitz Mode (scoring should be the same).
- Added Survival Mode.
- Added tetresse style Finesse training option to Training Mode.
- Added 180 spins (not assigned to any buttons by default).
- Added even more customization options including skins, backgrounds, remappable inputs and a lot more.
- Added stats in after-game screen.
- Improved menus (hopefully).
- Changed four line clear text and sound effects to "Quad".
- Held piece gets grayed out when holding is not allowed.
- Next preview pieces now visible during Ready-Go.
- Quick resetting now works during Ready-Go.
- Dig garbage "holes" are now always 1 square deep.
- Flash saving should now work for some bootleg cartridges (using lesserkuma's goombacolor code).
- Fixed a few bugs, including a couple that affected piece locking.
- The game is now open source.
- More that I'm probably forgetting.
v2.1.1
- Fixed a bug that caused the game lock up on the name input screen.
v2.1
- Added white frame color.
- Added new skin.
- Added quick restart shortcut (hold L+R).
- Fixed ultra scoreboard bug.
v2.0
- Added Ultra Mode.
- Added Training Mode.
- Added 2 Player Battle Mode.
- Added 4 more Music Tracks.
- Added a lot of customization options, including a Light Mode for non-backlit GBAs.
Credits
Menu:
In-Game:
External links
- itch.io - https://akouzoukos.itch.io/apotris
- GitHub - https://github.com/akouzoukos/apotris