Powernoid changelog
v4e · Feb 9, 2009
Hi Guys,Powernoid is my homage to the Amiga family of comuters. It's a Breakout clone with powerup features.This game was inspired by MegaBall, a game I use to play on the Amiga CD32 which also inspired DX-Ball for Windows.Powernoid is coded from scratch. The program itself is entirely my original work with the exceptionof the Intrafont library by BenHur used for printing text to the screen, and sounds that werescavenged from various free sources on the internet, and In game music by Drax.The idea is to destroy all bricks on each level by hitting the ball toward them with the paddle.As the player progresses through the levels, some powerups are available to make this job easier.Some bad powerups also make the game harder! 100 points is also awarded for hitting a powerup brick.Unlike the games mentioned above, powerups in this game remain active as the player progresses throughstages, and can accumulate, but all powerups are reset when a life is lost.The player begins the game with three lives, each of which is lost when a ball is missed.The game is over when all three lives are lost. An extra life can be gained by hitting an extra lifepowerup brick. One will randomly appear in any 1 of the 15 stages, and another will appear in one ofthe first five stages. Both appear in a random position on the third row of bricks.In any stage when only one brick is left on the screen, a timer begins. If the timer reaches a settime before the last brick is hit (approximately 10 seconds), the brick will explode, and 100 pointswill be awarded. You may like to avoid hitting the last brick in any stage to achieve this goal.Powernoid was tested with 3.52 M33 firmware, but is expected to work with any homebrew firmware.Controls are simle.Move the paddle left or right with either the analogue stick or the D pad.You can fire missiles with the Cross button if the missile powerup is active.You can pause the game and see the score at any time by pressing the HOME button.This actually pauses the game for a little even after you select "No" and return to the game,so you are not unfairly caught off guard when the game restarts.Cheats!!!There are a couple of cheats used for development have been left in the released version of the game.If you press Up and Triangle at the same time, every good powerup will be activated at once.If you press Up and Circle at the same time, both bad powerups will be activated at once.Any high scores achieved with these cheats will not be saved to the Memory Stick.Tip!!If you hold left just before stage 6 or 15 start, you will avoid the ball hitting red bricks right away.YOu still need to avoid them for the rest of the stage though!Cheers, [email protected] V4e (07/02/09):Black and white death screen implemented to fall in line with the Windows DX-Ball game.Last brick blows up if it is in play for too long to fall in line with Windows DX-Ball game.Some code optimisation.
v4d · Jan 11, 2009
Some of you are probably very familiar with Powernoid by now. Art's Breakout-slash-Megaball homebrew clone has gotten steady updates for the past few weeks, and now, you better get one last good look at it: this version will most likely be Art's final release!He says he's been able to do everything he set out to do for Powernoid already. As he states, this version is "only a fairly small update" however, it's got an important bug fix in it. This being the final release, he's also thrown in the source code as well.
v4c · Jan 2, 2009
Powernoid V4c by Art Powernoid New Year's Edition!Hi Guys,This game is my homage to the Amiga family of computers.Powernoid is a breakout clone with powerups based on Megaball for the Amiga,which also later inspired DX-Ball for Windows.This update gave me a chance to use my Intrafont sine wave display,The new wobbly ball powerup and moving objects also based on the sine wave routine.There are also some significant bug fixes, and this one has in game music by Drax. Powernoid V4c (01/01/09):Implemented Mikmod player for in game music.One more extra life powerup brick added to game.Improvement to sound routine so powerup samples are always played.Increased pause duration between stages, new ball in play, and game pause with Home button.Small display bug fix for game over where extra life powerup brick is displayed.Change to high score encryption so the save file is incompatible with previous versions.Powernoid V4b (01/01/09):Bullets on either side of paddle now operate independently.Fixed collision detection for powerup bricks that have multiple colours.Moving barriers implemented in some stages.Moving bricks implemented in stage 2.Added Megaball style powerup description screen to intro.Added powerup brick for extra life.Change to high score encryption so the save file is incompatible with previous versions.
v3b · Dec 3, 2008
This is version 3b of Powernoid, the Breakout clone with powerups inspired by Megaball for the Amiga!V3b is an "emergency fix" to ball direction control with the bat which I broke somewhere along the line.
v3 · Dec 2, 2008
From Art's readme:Powernoid V3 - Art 2008!Hi Guys,This is a Breakout/Arkanoid clone with powerup features.Powernoid is coded from scratch, and the program itself is entirely my original work withthe exception of the Intrafont library by BenHur used for printing text to the screen,and sounds that were scavenged from various free sources on the internet.This game was inspired by another Breakout clone that I use to play on the Amiga CD32,which I now think was called Megaball, which also later inspired the Windows game DX-Ball.The idea is to destroy all bricks on each level by hitting the ball toward them.As the player progresses through the levels, some powerups are available to make this job easier.Unlike the games mentioned above, powerups remain active as progression through stages occurs,and can accumulate, but all powerups are reset when a life is lost.The player begins the game with three lives, each of which can be lost when a ball is missed.The game is over when all three lives are lost. An extra life can be gained by completing stage 15,and any subsequent 15 stages.Powernoid was tested with 3.52 M33 firmware, but is expected to work with any homebrew firmware.Controls are simle.Move the bat left or right with either the analogue stick or the D pad.You can pause the game and see the score at any time by pressing the HOME button.This actually pauses the game for a little even after you select "No" and return to the game,so you are not unfairly caught off guard when the game restarts.Cheers, [email protected] V3 (03/12/08):Improved collision detection by checking the edge of the ball in the direction it is travelling.Bat movement made slightly faster, and ball turns red when fireball powerup is active.Added powerups to two more stages so every odd stage now has a powerup available.Change made to second ball behaviour in multiball mode.Change to high score encryption so the save file is incompatible with previous version.Powernoid V2 (27/11/08):Change to multiball powerup behaviour, the ball now splits in two when a player gets this powerup.Player no longer loses a life if the multiball powerup is active, and one of the two balls is lost.Difficulty is increased by slightly speeding up the ball movement compared with the first version.Program keeps track of highest score with an encrypted save file.Added extra type of brick that causes bricks to move down every time the ball is hit with the bat.Extra life can now be gained by passing stage 15, and any other 15 stages after that.Changed some characteristics to give the bat some control of ball direction as in Windows DX_Ball.Powernoid V1 (19/11/08):First release written from scratch in two days.
v2 · Nov 27, 2008
from Art's readme:Powernoid V2 - Art 2008!Hi Guys,This is a Breakout/Arkanoid clone with powerup features.Powernoid is coded from scratch, and the program itself is entirely my original work withthe exception of the Intrafont library by BenHur used for printing text to the screen,and sounds that were scavenged from various free sources on the internet,and processed with a wave editor.I was inspired to write this game by another Breakout clone that I use to play on the Amiga,which I now think was called Megaball, which later inspired the Windows game DX-Ball.The idea is to destroy all bricks on each level by hitting the ball toward them.As ythe player progresses through the levels, some powerups are available to make this job easier.Powerups remain active as progression through stages occurs, but are reset when a life is lost.The player begins the game with three lives, each of which can be lost when a ball is missed.The game is over when all three lives are lost.Powernoid was tested with 3.52 M33 firmware, but is expected to work with any homebrew firmware.Controls are simle.Move the bat left or right with either the analogue stick or the D pad.You can pause the game and see the score at any time by pressing the HOME button.This actually pauses the game for a little even after you select "No" and return to the game,so you are not unfairly caught off guard when the game restarts.Cheers, [email protected]:Powernoid V2 (27/11/08):Change to multiball powerup behaviour, the ball now splits in two when a player gets this powerup.Player no longer loses a life if the multiball powerup is active, and one of the two balls is lost.Difficulty is increased by slightly speeding up the ball movement compared with the first version.Program keeps track of highest score with an encrypted save file.Added extra type of brick that causes bricks to move down every time the ball is hit with the bat.Extra life can now be gained by passing stage 15, and any other 15 stages after that.Changed some characteristics to give the bat some control of ball direction as in Windows DX_Ball.Powernoid V1 (19/11/08):First release written from scratch in two days.
v1 · Nov 19, 2008
Art has been a mainstay around here. We've seen his many applications float around, from Time Baby to Audio Mechanica. It's rare to find him releasing a homebrew game though - Pointless Pacman was one, and then there was that ultra cool Laser Invaders Go!Cam game. Ha! Today, we have Powernoid v1.For something pieced together from scratch in two days, it's quite a keeper. Powernoid is Art's take on Breakout/Araknoid clones, with his own power-ups. This being the first release, there isn't much of a changelog. That doesn't mean we can't have bulleted lists though! Here are the controls: * D-pad, Analog: move the paddle * X: fire (with right power-up) * Home: pause menu, see current score and stageCheck out the documentation included in the archive for more info!
