You can use 'x' for A button and 'c' for B button normally pressing 'f' should put the game in full screen but it might not work in all browsers. Pressing 'f3' with the game activated will switch between playdate and colored graphics. Progress is saved locally in an "indexed db" database from your browser.  You can also use an xbox controller to control the games if your browser (like chrome) supports this


Blokdude is a remake of the well known TI Caluculator game from Brandon Sterner as well as the blockman game from Soleau Software. This version of the game is based on the GP2X port of blockdude i made over a decade ago.

Playdate Game Features:

  • 21 levels from original blockman game by Soleau Software + 4 levels made by me
  • 5 skins to choose from
  • Level Editor to create your own levels and level packs to share with others
  • Inverted colors option
  • Text Size option
  • (Optional) crank controls
  • Autosaves progress

Playing the Game:

The aim of the game, in any level, is to move the player to the exit door. You will need to create a path to this exit door by picking up blocks and placing them on strategic locations so you can reach the exit door. The player will automatically jump on higher level blocks or ground if you keep moving left or right in front of them. If the level is bigger than what the playdate screen can display there will be a "freeview option" when pressing the menu button on the playdate and choosing this menu option will allow you to pan around the level using the dpad.

Level Editor

The game includes a level editor, to create your own levels and level packs which you can share with other people, the level editor is only usable in the playdate version

NOTE: the windows SDL2 api lacks support for menu's and the crank currently, making it not possible to use the level editor inside the windows version, you can however create levels in the (windows) playdate simulator.

Level Editor Main Menu:

  • Cur: [pack name]: The currently selected level pack, you can cycle between other level packs by pressing left or right on the dpad and select it to either play or create levels by pressing a here. if there is an asterix displayed before the level packname name this means it is a internal level pack supplied with the game.
  • Create: Create a new level pack and input it's name. You can use up / down / left / right on the dpad to input the name. Pressing left will clear the last letter, pressing right will add a leter and pressing up or down will change the letter.
  • Del Pack: Completely erases the level pack including all levels inside the pack
  • Optimize Pack: Optimize the level pack so that all levels inside the levelpack follow up on each other. It is possible when creating levels that you left some gaps between the level numbering and this option will remove those gaps. You should always optimize your pack before sharing it with other people

Level Editor Menu button options

if you are editing a level there will be different menu options availble when pressing the menu button on the playdate

  • Play: Play Level
  • Clear: Completely erase all level pieces inside the level editor
  • View: Cycle between the information you want to see in the top toolbar

Basic usage

When you select the level editor menu, you can create and name a new pack first to keep your levels in, it will be displayed at the top as "Cur: [your pack name]". Then you can choose that pack by pressin A on the packname. After doing thise you can either choose play mode, to select and play your levels or edit mode to select and edit your levels. If you choose edit mode in a new pack the levels will be all blank but you can choose a level number first and then press A in the level selector menu to start creating your level. Once inside level editing mode you can use the crank to cycle between level editor parts and place them inside the level by pressing the A button. The X piece will erase blocks below the cursor. The toolbar on top can show you the position in the level as well as the currently selected piece / level piece below the cursor

Levels can be maximum 50x50 tiles in size and a level should follow these rules:

  • No floating players, exits or blocks, these all must end at a floor or wall piece eventually when moving down
  • All levels should contain a player
  • All levels should contain an exit door
  • Placing pickupable blocks is optional it is not required

You can playtest your level at any time by pressing the menu button on the playdate and choosing play and when testing the level you can press the menu button again to choose "Level editor" and continue editing your level.

Sharing level packs

Level packs are saved in the data folder of the game under the "levels" folder. You will find a folder here with the name of your level pack (if you created any) and you can zip this folder and share with other people. The other people will just need to extract your level pack in the same folder on their own playdate and the levels will appear on their playdate as well. feel free to contact me if you created some good levels and want your level pack to be included as an internal level pack in the download of the game

Play version with colored graphics

The windows, mac, (self build) linux and html (web assembly) versions can switch out the default playdate graphics with colored graphics if you press the F3 button on the keyboard or the X Button on your (xbox) gamepad. The game will restart with the next source folder and remember which source folder you are using the next time you start the game.

Controls

ButtonAction
Dpad or Crank Select menu's, options or levels to play. During gameplay move the player left or right. During level editor mode, select a different level piece with the crank
A Confirm in menu and level selector, pickup or drop a block in game mode and place a level piece in level editor mode
B Back in menu, level selector and game
Menu button All kind of different options depending on when you press this button in the game

Controls Windows (keyboard)

KeyAction
Arrow keys Select menu's, options or levels to play. During gameplay move the player left or right.
X Confirm in menu and level selector, pickup or drop a block in game mode
C Back in menu, level selector and game
F Switch between fullscreen & windowed mode
F3 Switch Source Folders (switch between playdate and colored graphics)
F4 Quit game
F5 Dock Crank
F6 Undock Crank
F7 Hold to move Crank backwards, prev block in level editor
F8 Hold to move Crank forwards, next block in level editor

Controls Windows (Gamepad)

ButtonAction
dpad & joystick Select menu's, options or levels to play. During gameplay move the player left or right.
A Button Confirm in menu and level selector, pickup or drop a block in game mode
B Button Back in menu, level selector and game
X Button Switch Source Folders (switch between playdate and colored graphics)
LT Dock Crank
RT Undock Crank
LB Hold to move Crank backwards, prev block in level editor
RB Hold to move Crank forwards, next block in level editor

Credits

The Blockdude game idea was created by Soleau Software for the dos blockman game and Brandon Sterner for the Ti Calculator based game. I don't know who invented the idea first.

The Game uses 21 levels from the Soleau Software blockman dos game. At The time i had created the gp2x version i had gotten approval to use these levels

The game uses some assets from assets packs i had bought, which you can not reuse without acquiring a valid license for them:

The music was created by Don Skeeto for the gp2x version and is reused in this version of the game.

The game has 5 skins using tilesets created by different people / games

  • Default Skin: Based on a Remake of the flatskin made for the gp2x version by Fusion Power
  • Tech Skin: Based on a skin made for the gp2x version by fusion power
  • Ti Skin: Based on the assets from the Ti calculator game by brandon Sterner
  • Kenney skin: Based on the 1 bit platformer pack https://kenney-assets.itch.io/1-bit-platformer-pack - https://www.kenney.nl
  • Flat Skin: Based on the flash game created by Klas Kroon and Kris Katiesen, i had gotten permission at the time of creating the gp2x version to use these assets

Download

Download NowName your own price

Click download now to get access to the following files:

BlockDude.pdx.zip 1 MB
Blockdude i686.zip 14 MB
Blockdude playdate Mac Os (x64).tar.gz 12 MB
Blockdude x86_64.zip 15 MB

Development log

Comments

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I absolutely love this!! Happy to support you for such awesome work.

Question: would it be possible to add a toggle for classic Ti-83 mechanics? I played that game so much in middle/high school that the controls are forever ingrained into muscle memory. :D

If I remember correctly, the controls were as follows:
Left/Right = move on flat surfaces (or off ledges); also turns blockdude in place if backwards movement is impeded, even by a 1-high block/ledge
Up = climb onto block/ledge directly in front of blockdude
Down = pick up / put down block

This would also complement optional crank controls quite nicely: the crank could allow fast left/right movement, while the left thumb would stay on the D-pad for up/down inputs (or individual left/right taps).

As an added bonus, it'd be great if we could disable the movement/block animations―they're quite lovely to look at, but there was something so satisfying about the immediacy of control on the Ti-83. I used to blaze through those levels at breakneck speed... might be able to do 'em even faster with a crank!

Anyways... thanks for developing this! It's become a shining gem of my Playdate collection, and I can't wait to show my old friends (onto whose graphing calculators I installed blockdude & the other classics) this gorgeous & faithful port.

Hi, I'm glade your liking this, did you check out the Ti-83 skin, i included it for nostalgic reasons :)

About your questions, the controls are fairly hard coded i'm not sure if i could easily add optional controls, it might be possible but not sure need to look into it.

About the block animation thats little bit more difficult, as the game does not directly skip to next place when pressing a direction or picking up a block but has some mechanics to make it move to these locations, so i could do some little animations. This is part of the core of the game and also requires it with the way i programmed it in as there are events when players or boxes arrive on a new spot. This is  harder than implementing the optional controls.

Still i hope you can enjoy the current implemention as well, and in case you did not know this version was based on the Soleau software blockman game, so it contains more levels than the Ti-83 version had. I also wonder what the reaction of your friends will be :)

PS. If you ever happen to create your own levels let me know i can potentially include them in a new update of the game

Ah, got it - thanks for explaining! No worries, it was worth a shot haha... I'm still gonna get plenty of playtime out of this one. 

Cheers!

Literally just yesterday I had the thought "man, I want to play some good old Block Dude on my Playdate, I wonder if someone's made it yet" XD. THANKS!

What a coincedance then :) By the way, this version of the game contains more levels than the calculator game, at the time i had created the gp2x version (where this version is based on), i contacted soleau software to see if i could use their levels and gotten approval, so the first 11 levels may seem similar as the calculator version but there are 10 more levels after that from the blockman game by them. Have fun