The Making of Blob Attack
Code by JO3RI
Art by Castpixel
The first time I played Puyo Pop, was on my Nintendo GameCube. I did try the game on other systems too, but the GameCube version will stay my favorite. I do hope to honor the original creator (Masamitsu "Moo" Niitani, the founder of Compile) with this game.
While Blob Attack, feels like the original, it isn’t a copy. First of all, I doesn’t do 2 player mode. Not even man VS cpu. My game is more like Dr Mario, where you play on your own, trying to clear the field.
At first I did start making a 2 player game for the Video Game Shield. It is only after making Blocks, I knew how I had to set up a playfield and move tiles around it. Using everything I learned at making Blocks, I doubled the playfield and all other parts for Blob Attack.
BUT I ran into a buffer overflow. Back then, I didn’t have a clue on what was happening, nor did I know how to shrink the ram I used. So I gave up, thinking I would restart coding once I would have learned more on the subject.
After converting Shadow Runner to Arduboy, Blob Attack felled like it would be a perfect second game. This time I decided to go for a 1 player version, with success. To be honest, doing so, reduced ram significantly and solved my problem, without the need to solve the real problem in the first place. But I had a working game. ;-)
Actually, when I restarted coding the game, I was surprised on how far I already had gotten. The only parts that needed to be worked on where: dropping only one blob in a duo when the blobs fall partially on an other blob, removing blobs when a group is made and dropping the remaining blobs when holes are created by removing groups.
On the manual page you can read all about scoring, combination possibilities and chaining to get even higher scores. If you want to know some more on grid based puzzle games, you should also check the technical page of begemmed. It uses the same technique.