Very nice! From the outside it doesn’t look like much of a game, but it’s quite relaxing. White pixels are hard to make out from the regular grid below. Also, parts of the image which are dithered (lots of single pixel blocks) get tedious, would be neat to have less of those.
Endurion
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That worked now, thanks! Could it be the count down timer is not reset? I’ve played several times, never making it much further than 20 seconds, and suddenly right two seconds after playing again I won :)
And I even had enough trash to buy my way in.
The collision and randomness is quite tough, but it seems I survived :)
Really well done! Totally different control scheme, and the difficulty curve is working great for the first two stages.
Could use a bit more finetuning near the end, the third stage took days for me to complete (git gud?) and it takes quite a while to scrounge up enough credits for all power ups. Is there more to the secret messages? I’ve got four of them, and it doesn’t seem to matter in the end. Or is there more than one ending?
Ouch! Looks like the input control count got changed. The last update was years back. And I didn’t run into that issue locally. If you wouldn’t mind, could you re-map to the intended values?
Really sorry about that, I don’t have a reset control mapping function.
It’s supposed to look like this (german layout)

Fixed that achievement bug (I was copying the achievement settings from the last profile to a newly created one, facepalm). Also reset the score to zero when keeping playing after all lives are gone.
New setup is up, thanks!
The highscore per stage is a bit more involved, currently I’m only storing per set. That would include having to remember delta scores during playing (only count points from that level), and taking care that the order of levels is adapted. for. I’m also afraid that you’re basically getting the same score for every stage when it’s completed but the bonus points.
I tried to behave properly with the access rights. “In built” sets are properly installed with the game (Program Files) where there’s no write access when running). User sets (custom made or downloaded) are stored in %AppData%\Roaming\GR Games\HitBlock Deluxe.
I haven’t tried it but manually copying the sets in the game’s sets folder ought to be enough for them to show up.
There is already a dialect file for XC= BASIC (open a .bas file and select XC= BASIC from the drop down).
You will need to create a solution/project. Add a new .bas file to the project. In the project properties you can add either a custom or a post build event to call the XC= BASIC compiler. I’m not up to date with its call syntax but it shouldn’t be too hard finding out.
The help/manual of C64Studio (F1) is also available online at: https://www.georg-rottensteiner.de/c64/C64Studio/manual/main.html
The description of the build events is found under Build Setup->Build Steps
HTH, otherwise don’t hesitate to ask!

































