Making a pinball game for Playdate: Part ??, the secret project

Welcome to this not-December adventure, where I write about the process of our latest game, Devils on the Moon pinball.

So I have good and bad news. The good news is that we are releasing a game on the Playdate's second season!

I present to you: Catchadiablos!

Catchadiablos promo image

The bad news is that we paused the development of Devils on the Moon Pinball for the past 6 months while we finished CatchaDiablos. That’s why there haven’t been any updates on it.

The good news is that both games share the same underlying engine (we call it Luna). When we left off Devils on the Moon Pinball, we didn’t have a sound engine, a save system, or text rendering. It's the first time I needed to code that from scratch. So there was a big question mark about how long it would take — or even if I could pull it off.

Well finishing a game requires all of that so we did it for CatchaDiablos.

So even if we haven't worked on Devils on the moon pinball, we’ve made a lot of progress on the systems that will help us finish the game.

The bad news is that it's not a pinball game. You’d think that after spending months developing our own custom physics and pinball systems we would do something remotely related to a pinball game, but we didn't.

The good news is that it's a really cool game and we’re super proud of how it turned out. I'm not going to spoil anything, but it has some mechanics we have always wanted to play with and now we got the chance to do it.

We learned a lot in the process and will write more once it's released.

Now for real, see you in the next adventure: The physics debugger.

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Making a pinball game for Playdate: Part 07, the debugger

Making a pinball game for Playdate: Part 07, the debugger

Searching for a debugger on Linux

Making a pinball game for Playdate: Part 06, the profiler

Making a pinball game for Playdate: Part 06, the profiler

Learning how to use a profiler

Making a pinball game for Playdate: Part 05, the spatial partition

Making a pinball game for Playdate: Part 05, the spatial partition

2 Bits image formats.

Making a pinball game for Playdate: Part 04, the image format

Making a pinball game for Playdate: Part 04, the image format

2 Bits image formats.

Making a pinball game for Playdate: Part 03, the first level editor

Making a pinball game for Playdate: Part 03, the first level editor

How did we choose our first level editor for the game?

Making a pinball game for Playdate: Part 02, the physics

Making a pinball game for Playdate: Part 02, the physics

Let's talk about physics.

Making a pinball game for Playdate: Part 01, the language

Making a pinball game for Playdate: Part 01, the language

Welcome to this December adventure, where I will try to write about the process of our last game, Devils on the Moon pinball. Today I will talk about our choice of programming language for the game.

Let’s finish this

Let’s finish this

We are back working on Pullfrog! What happened?

Let's talk about Don Salmon

Let's talk about Don Salmon

Don salmon, a new platforming game made in Godot and a small update on Pullfrog

Spooky eyes and level editors

Spooky eyes and level editors

Last year we made the decision to take a break and focus on a spooky game around the spooky season.

This kills the frog

This kills the frog

After rewriting the physics system for the third time, it was time to start working on more fun stuff. The frog death system™.

On starting a game

On starting a game

A couple of things I would recommend when starting your first game on the Playdate.

How to correct a corner

How to correct a corner

There are many techniques that you can apply so that a platformer game feels good. One of those is corner correction.

On "Bouncy" Animation

On "Bouncy" Animation

Another Equally important decision, is choosing which poses you want to emphasize in order to get that reactive feeling when a character interacts with the world.

The collision stair case

The collision stair case

As stated on the previous post, updating all the pieces all the time was a bad idea. We needed to figure out a way to update only the ones that needed to be updated after another block got destroyed. The quick and dirty solution was to check all the pieces inside a bounding box on top of the piece that got destroyed.

About Amano & the collision conundrum

About Amano & the collision conundrum

So, a couple of months back, Mario and I were happily working away on The game, finding out the workflow and working out the kinks of developing for the PlayDate. We laid down the main mechanic, blocks were falling and colliding correctly the character was moving alright but we were doing everything on the simulator, NOT testing on the actual device. so when we decided to take it for a spin…  it crashed.

Pullfrog postmortem, Long Live Pullfrog 2-Bits

Pullfrog postmortem, Long Live Pullfrog 2-Bits

So towards the end of the year, Mario managed to get his hands on a Development console for the handheld "Playdate" and we decided to attempt do make a second version of Pullfrog, this time featuring a playful little crank and seemingly less restrictions except for the apparent ones like the black and white color of the screen. Oh the naivety.