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Blockamok Remix
by Mode8fx
|
Version | 1.1 |
Zip size | 5,833 KiB |
License | MIT |
Updated | 30/07/2025 |
Downloads | 94 |
MD5 | fcb24702d2471a87ad8c956ad1682ad8 |
App Details
Fly through a 3D world of never-ending blocks and survive for as long as you can! Includes customization options for both gameplay and visuals, along with five music tracks.
Changelog
v1.1
Major performance improvements and others, make sure you update!
New Ports:
Added Android port! A controller/keyboard is required.
Added 3DS port! This runs well on a New 3DS, but O3DS only hits ~20 FPS on the lowest settings.
Added PSP port! This was previously available as an experimental release, but it's now playable on a real system.
Technical Improvements:
Significantly optimized rendering and block logic. This means higher framerates on all systems (sometimes much higher)!
The goal was usually to reach 60 FPS on the most intense settings while maintaining good block spawn boundaries, though some consoles only reach this target on less intense difficulties.
If you're curious, here's a breakdown of how much performance has been improved on each system.
Increased cube spawn boundaries on almost all consoles to take advantage of improved performance. The only exception is Wii U, where boundaries are reduced.
Other minor optimizations and polish.
[Linux] Changed save data location to point to current executable directory instead.
[Linux] Enabled fullscreen by default.
[Wii U] Reduced framerate to 540p for better performance (it basically looks the same as in 1080p anyway).
Changes:
Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.
Added Block Transparency setting. Disabling this can slightly improve performance if needed.
Added Frame Rate setting, intended for weak hardware.
Made True Analog (formerly called Type B) the default control scheme.
Made Pitch Black the default overlay color.
Renamed and reorganized some menu options.
Added version number to credits.
[Vita] Restored Giant block setting.
Bug Fixes:
[Gamecube] Fixed save data reading/writing (mostly; see known bug below).
[Vita] Fixed crash on high intensities.
[Windows+Linux] Fixed save data not being read when you run the game from a directory other than the one containing the executable.
Known Bugs:
[Android] Performance is weaker than it could be (caps out at around 45 FPS on my Retroid Pocket 2+) but improves significantly when the system navigation bar is visible.
[Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.
[PSP] Edge lines are not drawn on blocks. I highly suspect that this is a limitation of the PSP's SDL2 library.
v1.0
The first release! I also included an experimental PSP build in case anyone wants to mess around with it, but it currently crashes on a real system.
Enjoy!
Coldfix 10/15/24: [Wii U] Moved WHUB into the same directory as RPX so they don't both appear in Aroma