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This is the page dedicated to the game I worked on from October 2005 - October 2007. It's called "Tongueman's Logic" and it's a puzzle game in the same vein as "Mario's Picross" or "Oekaki Logic". It is made for the PC-Engine/Turbografx-16 system.
Screenshots & Description
The puzzle select screen. 200 puzzles in total and hundreds of gratuitous colours!
The training puzzles start out at 5x5 pixels. Controls and basic rules are explained here.
Solve the puzzle within 60 minutes and don't make too many mistakes!
Scroll larger puzzles around and enjoy the scenery at the same time.
Larger puzzles can be fit on-screen via the Scaling and Interlacing options.
(Click image to see preview.)
Your rank is determined by how long it takes to complete each puzzle. Rank scores are saved to the PCE's backup memory.
10/30/2007 - FINAL VERSION RELEASED!!!
7/5/2007 - Another progress report. My game's gradually coming together.
4/3/2007 - My game's been given a nice little report in the 1st issue of the new CD-based magazine for retro gamers, http://www.rgcd.co.uk/. Thanks, guys!!! And to respond to the reviewer's suggestions regarding emulators' resolution limitations: Yes, quite some time ago, I edited the autoscrolling (and scrolling) routines so that they scrolled that extra little bit -- meaning all pixels of the puzzle can be made visible on all TVs and emulators.
3/21/2007 - I've written a little progress report below.
10/23/2006 - Someone has made a video of Tongueman's Logic available on YouTube. Please check it out!
5/14/2006 - A little rant. See below.
5/4/2006 - Demo available for download HERE.
Tongueman's Logic work-in-progress report, July 2007
My game is slowly coming together and completion seems near. Some people may be disappointed by the slow pace of its development, but remember it's just me doing all the work, and I am going at it at a leisurely pace specifically because it is but one hobby of mine among many. I work on it when I have some free time, and when there are no games that I want to play. This has kept me from ever feeling bogged down by a big project. Recently my attention has also been drawn towards the old Nintendo NES, thanks to a little piece of magic called the PowerPak.
What I have been doing recently is dabbling
with another map, this time imagining the Bonk world in an isometric format.
This'll be the new map for the 10x10 puzzles.
Tongueman's Logic work-in-progress report, March 2007
Well, news of my game development has been pretty scant, hasn't it? A few people have asked me whether I'm still working on the game, and when it will come out. I am working on the game, slowly but surely. From about May-September 2006, I hardly worked on the game. Life and all its sucker-punches to the heart got in the way, as it usually does. In the Fall, I worked on better graphics for my Puzzle Select screen, so here is what I have so far:
I've also added a whole new map to the
in-game portion of my game. Yep, it's that good old "electronics-style"that
every Amiga-type game has got to have. :-)
Other things I've worked on are not obvious, but they are improving the quality of the game. I've added BRAM (Backup RAM) saving, so that players can save their highest rank for each puzzle that's been completed. That's a nice way to save your scores and try to keep improving on them, eh? I've also eliminated some bugs here and there, and most recently, gone through each puzzle to make sure its difficulty is appropriate. I've edited or scrapped some puzzles that were impossible to complete without expert skills. So, the game should have a very nice, gradual learning curve. The largest puzzles will still be a challenge, believe me!
Another thing I did when I was feeling bored was draw the title screen of Tongueman's Logic in 4 colours, to simulate the limitations of the old Nintendo GameBoy. I then put this picture into a GameBoy ROM and ran it on a real GB unit I had, to get that "authentic spinach-green" experience. Enjoy the fruits of my labour:
PCE games can display graphics in a high resolution -- up to 512x240 pixels, and even more horizontally. The problem is that few emulators (none?) display this size. A few can do the high-resolution mode (512 horizontal) that is used in just a few games and demos. But the bigger problem is the vertical resolution. Many games display 240 lines in the game, but all the emulators I tried show just 224 lines. Thus, we don't get the full view of the playing field when running PCE games in an emulator.
Here are a few examples, taken from a handful of PCE games that I randomly chose. I captured the screens on the left from the emulator Magic Engine. I can't directly capture the PCE's output, so I took a photograph of the screen from my video monitor. Don't worry, the exact same image is seen from a normal TV.
As you can see, many games that I tested have a vertical resolution of 240 lines, but they are cut down to 224 lines in Magic Engine. Why, now?
But of course, the real reason for my chagrin is that my game has puzzles that go up to 30x30 tiles in size. That's a full 240 lines of the screen. On a real PCE, the largest puzzle almost nearly fits onto the screen, whereas in most PCE emulators, two rows in the puzzle are cut off! Same goes with the timer in the corner; it has the top 8 pixels missing. It isn't like this on the real system, folks.
Um, I don't mean to be a bother, but could you emu authors fix this, please?
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