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
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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. |
Game Features:
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 2007My 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. |
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? |