Technoball cover
Technoball screenshot
Genre: Sport, Indie

Technoball

Did someone say "Trading Cards"?

Yes. Yes I did.

Technoball will now drop Trading Cards. There are 5 to collect, and some backgrounds and emotes to gather while you craft badges!

Have fun!

New Update Released!

Hey all!

As promised at the start of this week, I've pushed out a new version of Technoball.

The following things have been changed/added:

- CPU speeds have been decreased across all difficulties. Players communicated that the CPU paddles were too fast and at times felt impossible to beat. While creating the game, I played it -a lot-, so the CPU didn't seem too overpowered to me as I'd gotten used to them. But for new players they're way to overpowered, so they've been slowed down!

- Player indication added! During countdown each player will be marked so you know who's who. Now when you start playing, you know which side you're on from the get go.

- Items added to single player! One big thing the game was missing was items from the single player modes. When I originally made the game, I intended to only include the item spawns in multiplayer modes, however I agree with feedback that without the items, single player is missing a lot of the game's juice! Single player can now spawn all items with the exception of multiball (the bot needs some logic rewrite first, else the multiple balls will just confuse it) and reverse controls (reverse controls would break bot logic and pin them to the wall!)

- Items have longer life spans! So it was pointed out that in regular modes, items spawn infrequently, but then despawn rather quickly. This meant that most pick ups in normal modes were being missed. To help stop this, items now last to 50% longer than before.

- Items spawn more frequently! To compliment longer life spans items now spawn more frequently. Previously items spawned randomly every 15-30 seconds, but now spawn every 10-20 seconds in normal modes (chaos modes remain unchanged).

Have fun!

New update coming soon!

Hey all!

I have plans to share about an upcoming update I plan to push soon:

1 - Single player modes will now use a limited number of item spawns from multiplayer modes. Originally all items were implemented for the 2/4 player vs modes, but some players have got in touch and said they'd like to see them in the single player game too. The following items will be added to single player:

- Ball Speed up
- Ball Speed down
- Ball size up
- Ball size down
- Build Walls
- Phase ball
- Reverse Ball

Items not currently being brought to single player are:

- Reverse controls
- Multiball

Multiball confuses the AI as right now it's written to follow ball objects. A bit of logic rewrite could see multiball in single player in the future, but not quite yet.

2 - CPU/Player indication. It has been pointed out that when a new player first opens the game, there's no indication on whether they're blue or orange side. Orange is set to player 1 by default, but is on the right side of the screen, which an be confusing. I'll be adding an in game indication at the start of each match as to which player is which!

Patch Notes!

Performance increases this patch.

- New landing screen with clear instructions on how to add your own music! No more confusion looking for the readme files!

- Added the option to dynamically change bloom during play. Pressing 1, 2 or 3 on the keyboard changes bloom intensity. So crank up the glow, or throw it out!

- Music compiler crash fix. Music is broken down in chunks and streamed through the game, closing the game/swapping maps during the compiling can cause a crash. This was most common on the main menu, so compiling has been disabled while on the menu!

-Fixed ball spawn point on single player dynamic map. The ball was set to spawn out of bounds during testing, and I'd forgotten to reset it! It's been fixed now ;)

Quick fix patch!

Small update fixing the following problems:

-Ball trail now functions properly in single player
-"Quit" removed from Esc key and added to menus