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 Post subject: Tetris Project
PostPosted: Sun Feb 27, 2005 10:58 pm 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
Posts: 679
Location: Manitoba, Canada
After a 3 month break, I've got my Tetris game to a workable state. Singleplayer and Custom Singleplayer works. O btw, In singleplayer only the classic block style works.

I basically want peoples opinions, on how it 'feels', things like rotation points, drop speeds, scoring systems before I move on to multiplayer.

I also plan on ripping it apart and converting it to use classes! This will be the first application of mine to use it.

And the link: Tetris
It's only 80KB!


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 Post subject:
PostPosted: Sun Feb 27, 2005 11:17 pm 
Sir Postalot
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Joined: Thu Aug 26, 2004 4:34 am
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I'm on it, as soon as I finish getting this computer working properly again. I'm no sloth when it comes to the tetrads...

Image

(The 'S' is used in place of a 3 for the highest speed levels, I don't know why.)


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 Post subject:
PostPosted: Mon Feb 28, 2005 12:45 am 
Super Donkey Monkey Wrestler

Joined: Wed Oct 20, 2004 8:15 pm
Posts: 951
Location: Saskatchewan
All I can tell you is that it doesn't run on Linux :)

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"What difference does it make to the dead, the orphans, and the homeless, whether the mad destruction is wrought under the name of totalitarianism or the holy name of liberty and democracy?" - Gandhi


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 Post subject:
PostPosted: Mon Feb 28, 2005 1:52 am 
Carmack Clone
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Location: Manitoba, Canada
Hmm, maybe it won't be fast enough for you Vix, mine goes up to level 10, which drops at a rate of 50ms per block


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 Post subject:
PostPosted: Mon Feb 28, 2005 2:20 am 
Sir Postalot
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The Hunter wrote:
Hmm, maybe it won't be fast enough for you Vix, mine goes up to level 10, which drops at a rate of 50ms per block
Depends on the landing system.

The 'standard' type is if a piece tries to drop and can't, it locks. Super Tetris 3 (above) uses a more flexable system, such that a piece touching the stack does not lock for a short time. Thus, at maximal levels, you really have no time to move a piece, and you're more or less dragging it across the surface of the stack.

The 'crappy' type locks as soon as a panel is against the stack, because the programmer checked for contact after every descent, rather than as a result of being unable to descend.


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 Post subject:
PostPosted: Mon Feb 28, 2005 3:12 am 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
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Location: Manitoba, Canada
Mine allows you to slide across a stack... for the amount of time it takes before it tries to go down again.

So it can sit on top, but won't lock until the next time interval, which is quite short but, its there. Seems good to me!

btw:
Up: rotate
Down: fast
left/right: steer
space: instant drop


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 Post subject:
PostPosted: Mon Feb 28, 2005 7:00 am 
Sir Postalot
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Joined: Thu Aug 26, 2004 4:34 am
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...no key config? I'll wait until you fix that grevious oversight. ; j


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 Post subject:
PostPosted: Tue Mar 01, 2005 7:30 pm 
Obfuscation Ogre
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Joined: Fri Nov 05, 2004 2:32 pm
Posts: 306
Location: Eastern Europe
The game lacks graphical buttons, background etc. However, the engine (most difficult part) is well done. Therefore by adding graphics you'll be even able to make it a shareware game (if you want, of course). The unique feature that the users would like is that they can create their own shapes (I liked it!) :) - haven't seen such thing in any other tetris-like game. Nice work, Hunter! ;)


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 Post subject:
PostPosted: Tue Mar 01, 2005 9:31 pm 
Technomaniac
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Joined: Mon Aug 23, 2004 12:24 am
Posts: 3096
Location: Washington , USA
I dont know how to make custom tiles... :(

I figured out that by clicking the right block, you desgin it, but I dont know what to do from there.

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Black Ninja Games
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 Post subject:
PostPosted: Tue Mar 01, 2005 9:34 pm 
Technomaniac
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Joined: Mon Aug 23, 2004 12:24 am
Posts: 3096
Location: Washington , USA
Nevermind, Im dumb...

I forgot to add probabilty.

But you should add error catching for dummies like me. When I ran without a probabilty, it crashed, saying..."Subscript out of range".

EDIT: I jsut did it again [and forgot to probabilty...today is a bad day for me :O ] and it sayed: "You need to enter probabilty." SO you did add catching that.

ANOTHER FRICKIN EDIT: I found it! If no style is selected, or if the style is empty it crashes saying "Subscript outta range, yo". Master debugger here! What now!!!!!111one11!one!!!!!!!!!7

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Black Ninja Games
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 Post subject:
PostPosted: Tue Mar 01, 2005 10:20 pm 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
Posts: 679
Location: Manitoba, Canada
Yeah, I guess when I wrote that part error checking wasn't a piroity. On the right black box, you left and right click to set up the blocks and rotation points repectively.

The Left black box is strictly for viewing your "style", and you can't edit, besides deleting and re-creating it.

Some on-screen instructions would have been useful

Right now i'm trying to figure out GetKeyboardState :eek. To make the keys re-assignable, and to support many extra keys


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 Post subject:
PostPosted: Wed Mar 02, 2005 2:32 am 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
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Location: Manitoba, Canada
Screw using GetKeyState or GetAsyncKeyState or GetKeyboardState

Imma going to use DirectInput!


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 Post subject:
PostPosted: Wed Mar 02, 2005 2:50 am 
Game Programming Guru

Joined: Mon Aug 16, 2004 8:24 pm
Posts: 1137
Location: USA, New York
Yeah, if you don't mind DX being required, I'd say DInput would be the way to go!


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 Post subject:
PostPosted: Wed Mar 02, 2005 11:37 pm 
Sir Postalot
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Joined: Thu Aug 26, 2004 4:34 am
Posts: 2498
Aight, I gave it a few moments, despite having to remap my keyboard.

Biggest flaws I see at this time is rotation blocking at the top of the stack. All the versions that are worth their salt allow the player to rotate a block while doing so would cause it to project from the top of the field. (I, again, prefer the ST3 model, which even shows two or three rows above the top line, as well as letting you work therein.


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 Post subject:
PostPosted: Wed Mar 02, 2005 11:48 pm 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
Posts: 679
Location: Manitoba, Canada
I tired to enable that, but there is a small bug that I havn't been able to work out just yet. I'm almost done the key configuration!


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 Post subject:
PostPosted: Thu Mar 03, 2005 3:58 am 
Carmack Clone
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Joined: Sat Aug 21, 2004 1:07 am
Posts: 679
Location: Manitoba, Canada
GMan idiot checks in place
ViX44 Key Customization in place


And some app.path issues fixed too
Wow...


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 Post subject:
PostPosted: Thu Mar 03, 2005 3:44 pm 
Technomaniac
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Joined: Mon Aug 23, 2004 12:24 am
Posts: 3096
Location: Washington , USA
Doooh...
GMan no stupid, GMan smart! Like rocks!

EDIT:
Hey, I can do this now!
By the way, its 96 kb now...

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Black Ninja Games
Imagine ASCII art here!


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 Post subject:
PostPosted: Thu Mar 03, 2005 3:49 pm 
Technomaniac
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Joined: Mon Aug 23, 2004 12:24 am
Posts: 3096
Location: Washington , USA
Hehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehe.....

I crashed it again! ;)
Now if you dont define a style, it freezes, instead of saying "Subscript outta range, dawg."

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Black Ninja Games
Imagine ASCII art here!


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