JavaScript TAP clone

Thread in 'Discussion' started by Xenogenesis, 11 Sep 2011.

  1. Re: The Introduction Thread

    Hi guys! I'm an aspiring game developer, currently making a TAP clone. Cross posted from Hard Drop:

    A couple more thoughts:
    1. Due to JavaScript setInterval not guaranteeing events happening at precise teims, replay times differ from the original gameplay by several hundreths of seconds. I'll need some way to deal with this when I make a proper Time Attack. Any thoughts here?

    2. It plays smoothest in IE9, Chrome and FF latest. Though currently playable, FF 3.6 might chew 100% of a CPU core and lead to much slower times (I do no frameskipping).

    3. What would you like to see in a Versus mode?


    edit: 9/11/12

    Sorry for disappearing from the forums for a year :\

    I've polished the game up a very tiny bit, changed some things, and the game is now live at http://www.blocksonblast.com . The main thing changed was.... this is no longer a TAP clone. The mechanics are similar, but it's now a 20 level marathon game. It doesn't use some weird guideline goal system though; one line cleared counts as one line toward the next level, that's it. The scoring gimmick here is that line clear points are effected by a multiplier. Locking a piece within one second of its spawning increases the multiplier proportionally to how fast you lock, and taking over a second to lock halves and truncates the multiplier.

    Besides that, 40 line Time Attack mode is up; here hard drops, not soft drops, lock a piece. Leaderboards with replays are up for both time attack and normal modes, so have at it! Also, TAP mode will be readded at some point.
     
    Last edited: 12 Sep 2012
  2. Muf

    Muf

    Cool stuff! It seems like you got most of the TAP timings and grading down on the first try! That's no small feat :)

    The only two problems I've found are that line clears lag the game immensely (on Chrome 15.0.x), and something that feels like a gravity processing order problem. Sometimes, when shifting pieces in high gravity (>1G), a piece will jump over a gap where it should fall into. I can't quite put my finger on it, but it's happened to me several times in near-top-out situations. To verify, I played TAP afterwards, and it didn't happen then. It's mostly in fixing gaps/overhangs or in near-death situations that it's crucial that the game responds the way you expect it to.

    Keep up the good work! :D
     
  3. Good job, it seemed really smooth in Safari here. Only having two rotation buttons made it difficult to play for me though.
     
  4. Thanks, I'll check that out. Also, that line clear effect seems to only lag browsers with canvas hardware acceleration (which is why I use a slightly different effect in non Chrome). But since hardware accel is apparently being turned on by default in the upcoming Chrome builds, I'll need to either figure out how to make this effect not slow or just write a different one.

    Thanks! (I've done 0 testing in any Safari :o) There are two CCW rotation buttons though, you might need to remap one from the controls menu.
     
  5. Edo

    Edo a.k.a. FSY

    [​IMG]

    Yay! I got rank M! :)

    Welcome to TC Xenogenesis, it's great to have you here! Good job on the game so far, however, as you can see from the screenshot above, the game logic appears to be running at half speed for me, yet the timer is going at normal speed, hence the 17:27:43 time (I'm not normally that slow, honest!). I'm running FF6.0.2 on windows 7.

    As for your question about what we would like in vs, to be honest, guideline style has been done to death already, and no matter how you tweak it (e.g. combo system, spin recognition, garbage hole location, etc) people will always complain it's not perfect, it's unbalanced, games are over too quickly, etc. Personally, I would be really interested to see a vs mode taking inspiration from Tetris with Cardcaptor Sakura :). It's like TGM vs with items, except that the items available are dependent on which character is chosen. It's also got really awesome voice samples that play every time you attack or receive garbage :D.
     
  6. Hurrah! A new TAP clone in the making!
    The game looks cool so far. The timing is awesome(kudos for that) and the gameplay is almost identical to TGM2. Here's hoping you eventually put in T.A. Death, because that would be SWEET. Because I can't play Texmaster forever, and I'm pretty sure they halted working on Texmaster.
    So, yeah. Hope the final result is awesome!
     
  7. Is there a zip file with all the code / resources somewhere? I'd love to play around with this, and experiment with adding T.A. Death :)
     
  8. Hi, sorry I haven't had any updates in awhile; I've been polishing and trying to promote another product of mine. Source code is at https://github.com/pharrington/Bodies/tree/master/demos/74; just beware the code there breaks often because I'm still treating this as a personal project and mainly using the Github repo to backup my current work. Also feel free to ask/pm/post/email any questions about anything code related.
     
  9. Hi Xenogenesis (I like that nickname by the way), I tried your clone and I felt really grateful that I could play on something else than my windows vista which suffers from terrible lagspikes at some random point.

    So I decided to play your game (I'm really impressed by the way), and there is a big problem I noticed. I get to the 500 section, and the blocks just don't behave whatsoever. Then I realize... that I lost IRS at that moment. I am unable to rotate a block before it appears. I don't seem to have this problem when I'm sub-20G, but that one got my attention.

    Anyway, I used your website using the latest firefox on ubuntu, and I don't know if the source of my problem can ever be located, but I submit it to you anyway.

    Thanks again, and all my respects!
     
  10. Sorry for disappearing from the forums for a year :\

    I've polished the game up a very tiny bit, changed some things, and the game is now live at http://www.blocksonblast.com . The main thing changed was.... this is no longer a TAP clone. The mechanics are similar, but it's now a 20 level marathon game. It doesn't use some weird guideline goal system though; one line cleared counts as one line toward the next level, that's it. The scoring gimmick here is that line clear points are effected by a multiplier. Locking a piece within one second of its spawning increases the multiplier proportionally to how fast you lock, and taking over a second to lock halves and truncates the multiplier.

    Besides that, 40 line Time Attack mode is up; here hard drops, not soft drops, lock a piece. Leaderboards with replays are up for both time attack and normal modes, so have at it! Also, TAP mode will be readded at some point.
     

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