DUXPLIMA Documentation

The games

What each of the eight games is, and the knobs that change how it plays.

Every game is configured under Settings.Games. Four fields are common to all of them; the rest are specific.

The common fields

FieldWhat it does
TitleThe player-facing name. All copy comes from this
ControlsThe on-screen control layout: dpad4, dpadrotate, horizontal or none
AccentThe game's colour, used through the interface
MaxScoreThe highest score the server will accept. See Scores

Controls = "none" means no directional pad is drawn; the game is played by tapping the canvas, which is what SweetMatch, MineGrid, PingPong and FlapDash do.

Titles are the only player-facing names, keep them original

No trademarked game name appears anywhere in this product, in copy, ids, file names or documentation. Title drives every string a player sees.

If you rename a game, keep it original. A cabinet labelled with somebody else's trademark is a takedown risk that lives in your place, not in the system.

Snake

A grid. Eat food, grow, and die if you hit yourself.

FieldDefaultEffect
GridW, GridH15, 15Playfield size in cells
StartInterval0.18Seconds per step at the start
MinInterval0.07The fastest it ever gets
SpeedRamp0.006How much each food speeds it up
FoodPoints10Score per food

Ping Pong

A paddle against an opponent that returns faster each rally.

FieldDefaultEffect
PaddleW, PaddleH0.22, 0.025Paddle size, as a fraction of the canvas
BallSize0.03Ball size
BallSpeed, MaxBallSpeed0.62, 1.5Starting and top speed
SpeedUp1.03Multiplier applied per hit
AiSpeed0.6How fast the opponent tracks the ball
HitPoints, ScorePoints1, 5Score for returning, and for a point won

AiSpeed is the difficulty dial. Below the ball's speed the opponent cannot always reach it, which is what makes the game winnable.

Star Blitz

Rows of attackers step down the screen. Three lives.

FieldDefaultEffect
Rows, Cols4, 7The formation
Lives3
StepStart, StepMin0.55, 0.09Seconds between formation steps, first and fastest
StepX, StepDown0.03, 0.05How far it moves sideways and down
FireCooldown, MaxBullets0.35, 2The player's rate of fire
BombChance, BombSpeed0.6, 0.55Incoming fire
Points{ A = 30, B = 20, C = 10 }Score by row
SaucerPoints100The bonus target
SaucerMinDelay, SaucerMaxDelay8, 16Seconds between bonus passes

Block Stack

Falling shapes, cleared lines, rising speed.

FieldDefaultEffect
GridW, GridH10, 20The well
DropStart, DropStep0.8, 0.06Seconds per drop, and how much each level removes
SoftDrop0.055Seconds per drop while held down
LockDelay, MaxLockResets0.5, 15Time to slide a piece after it lands, and the reset cap
DasDelay, DasRepeat0.16, 0.045Held-direction delay and repeat rate

DasDelay and DasRepeat are what make movement feel right to anyone who plays this genre. Change them only if you know what you are changing.

Sweet Match

Swap adjacent pieces to line up three, against a clock.

FieldDefaultEffect
GridW, GridH8, 8The board
Colors6Distinct pieces. Fewer is easier
Duration60Seconds per run
ClearPoints10Score per piece cleared

Mine Grid

Reveal cells without hitting a mine.

FieldDefaultEffect
GridW, GridH9, 9The board
Mines10Mines in the first board
MinesPerClear2Extra mines added each time the board is cleared
RevealPoints, ClearBonus5, 200Score per cell and per completed board
ReadyGatefalseNo GET READY overlay, because nothing moves on its own

It is an endless mode rather than a single board: clearing one deals another with more mines.

Ghost Maze

Collect pellets, avoid pursuers, power-ups turn it around.

FieldDefaultEffect
StepTime0.16Seconds per movement step
Lives3
PelletPoints, PowerPoints10, 50Score per pellet and per power-up
GhostPoints200Score for catching a pursuer while powered
PowerTime6Seconds a power-up lasts

Flap Dash

One input. Fly through gaps.

FieldDefaultEffect
Gravity, Flap2.4, -0.72The feel of the whole game
PipeSpeed, PipeSpacing0.44, 0.6How fast obstacles arrive
PipeGap, PipeWidth0.3, 0.16The gap to fly through
BirdX, BirdSize0.3, 0.085Where the player sits and how big they are

PipeGap is the difficulty. 0.3 is forgiving; 0.22 is not.

A note on units

Fractional values are fractions of the canvas, not studs or pixels, which is what lets one set of numbers work on a phone and a monitor. Values in seconds are seconds. Grid values are cells.