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{{#seo: |title=PSP Homebrew Games (Action) - GameBrew |title_mode=append |image=BlockamokRemixPSP.png |image_alt=Blockamok Remix }} Blockamok Remix is a CPU-only, from-scratch 3D game written in C, where you dodge blocks. Available for PC, Linux, [[Blockamok Remix Switch|Switch]], [[Blockamok Remix Wii U|Wii U]], [[Blockamok Remix Wii|Wii]], Gamecube, [[Blockamok Remix PSP|PSP]], [[Blockamok Remix 3DS|3DS]], Android and [[Blockamok Remix Vita|Vita]]. Blockamok Remix is a significant update to [https://github.com/carltheperson/blockamok Blockamok], a game originally made by Carl Riis to "challenge [himself] to create a 3D game without any pre-made 3D engine or utilities". ==Features== * Widescreen. * Customizable gameplay settings. * Controller support + a new control scheme. * New visual settings. * Music and sound effects. * A full menu, title screen, instructions, etc. * Scoring system polish. * High score saving. * Console ports. * Performance improvements for weaker hardware [https://github.com/Mode8fx/blockamok/blob/main/Console%20Performance%20Metrics%20v1.0%20to%20v1.1.png (see performance metrics comparing Remix v1.0 to v1.1 here)]. ==User guide== You accidentally fly your spaceship into a wormhole. To your shock, you find yourself in an alternate dimension filled with blocks. The throttle on your spaceship is broken and keeps increasing the speed. How far can you make it? ==Screenshots== https://dlhb.gamebrew.org/psphomebrew/images/BlockamokRemixPSP-01.png https://dlhb.gamebrew.org/psphomebrew/images/BlockamokRemixPSP-02.png ==Media== '''Blockamok Remix Gameplay (Wii, Gamecube, Vita, and more)''' ([https://www.youtube.com/watch?v=Lq200VEU2gQ Mode8fx]) <br> <youtube width="640">Lq200VEU2gQ</youtube> ==Changelog== '''v1.2''' * Changes ** Added widescreen! (Or whatever your system's fullscreen is.) Overlay options are still present if you'd prefer to play with a square aspect ratio. *** Widescreen may result in slightly worse performance on some systems, but New 3DS is the only one where it's actually noticeable in my experience. ** Added three new background/overlay color options and one new block color option. *** Also reorganized background/overlay color options. ** Added Spawn Area setting that allows the player to change the size of the block spawn area. *** A larger area will be more visually appealing but have worse performance on weak devices. Conversely, a smaller area will look more cramped but improve framerate. ** Adjusted HUD element positions. ** Assorted minor polish. ** [Android] Increased block spawn boundaries from 10.0 to 12.0 (same as PC). ** [PC] Config file now stores WINDOW_WIDTH and WINDOW_HEIGHT instead of just WINDOW_SIZE (which previously set both width and height). ** [Switch] Very slightly increased block spawn boundaries from 8.7 to 8.8. ** [Vita] Slightly improved performance. Minimum no-overclock framerate increased from ~45 FPS to ~52 FPS. * Bug Fixes ** High score is no longer saved if debug mode is used during a game. No cheating! ** [Android] Fixed startup crash on some Android versions. ** [PC] Toggling fullscreen no longer resets visual settings. '''v1.1''' *Technical Improvements: **Significantly optimized rendering and block logic. This means higher framerates on all systems (sometimes much higher)! ***The goal was usually to reach 60 FPS on the most intense settings while maintaining good block spawn boundaries, though some consoles only reach this target on less intense difficulties. ***If you're curious, here's a breakdown of how much performance has been improved on each system. **Increased cube spawn boundaries on almost all consoles to take advantage of improved performance. The only exception is Wii U, where boundaries are reduced. **Other minor optimizations and polish. **[Linux] Changed save data location to point to current executable directory instead. **[Linux] Enabled fullscreen by default. **[Wii U] Reduced framerate to 540p for better performance (it basically looks the same as in 1080p anyway). *Changes: **Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired. **Added Block Transparency setting. Disabling this can slightly improve performance if needed. **Added Frame Rate setting, intended for weak hardware. **Made True Analog (formerly called Type B) the default control scheme. **Made Pitch Black the default overlay color. **Renamed and reorganized some menu options. **Added version number to credits. **[Vita] Restored Giant block setting. *Bug Fixes: **[Gamecube] Fixed save data reading/writing (mostly; see known bug below). **[Vita] Fixed crash on high intensities. **[Windows+Linux] Fixed save data not being read when you run the game from a directory other than the one containing the executable. *Known Bugs: **[Android] Performance is weaker than it could be (caps out at around 45 FPS on my Retroid Pocket 2+) but improves significantly when the system navigation bar is visible. **[Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported. **[PSP] Edge lines are not drawn on blocks. I highly suspect that this is a limitation of the PSP's SDL2 library. '''v1.0''' * First Release. == External links == * GitHub - https://github.com/Mode8fx/blockamok * itch.io - https://mode8fx.itch.io/blockamok-remix
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