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Updated textures and added animations.
No Gameplay changes.
Updated some textures, that's literally it.
Powerups are now a thing (not just conceptually I mean they are actually in-game).
You can now have 3 saved levels.
(I held a poll on the gbatemp thread to see how many we should have but no one voted lol, so I went with 3, but if enough people ask I'll change it.)
And unlike with some of my previous projects, yes I did test multiple possible file scenarios to make sure the savefile updated properly to fit with this new version.
You can now save your custom level and play it!
Fixed minor (but annoying) audio bug.
2 New levels.
(Many minor improvements to the code.)
Level editor *added (press Y at title screen)
*Currently you cannot save the levels or play them, but if you think you've made a cool level design submit it to me and I might include it in a future update! [Submit the number array on the bottom screen.]
*Use the D-Pad or Joystick to move your cursor (represented by a ball) And use the L and R triggers to switch between bricks
The "More Stuff" update.
Simply put, there's more stuff.
Now they gameplay itself hasn't changed (save for some minor fixes).
The real meat of this update is:
We're getting so close to something I'm comfortable calling 'Release', just a little ways to go.
Thank you all for your support so far. Especially my close friends and the GBAtemp community!
Fixed minor bug where after beating the game, if started again, the paddle would not return to it's starting position, thus miss aligning the ball
CIA now has all the proper workings.
(On the Homemenu it won't just be a black square with no text.)
Small improvements to the ISHUPE Engine.
Level will now increase when all bricks destroyed.
*Small easter egg if you beat both levels currently in the game.
Now the title screen actually tells you what to push to start the game.
Lives are now displayed on the bottom screen.
Credits added to the game.
Didn't realize I hadn't yet made the paddle's position reset. And since technically the ball just goes to a set position, not necessarily relative to the paddle... well basically this can happen: [see the Demonstration.mp4 file]
Note: The game was running at 50% and was up-scaled because I was running it in Citra Edge [3DS Emulator].