short, dumb video showing 2.5d tetris effect: (anyone wants to make a better? press F12 for recording, F12 again to stop. suggested codec: motion jpeg www.picvideo.com) youtube video: http://www.youtube.com/watch?v=T1gKxfCmpZY higher quality xvid: http://www.coreloop.com/dump/two_and_a_ ... s_xvid.avi
you've just offically lost me on your game. I believe what you did just took the essence of tetris out of it.
For consistency, tetrominoes that change shape when rotated through front-to-back should have a different color texture on the back side, corresponding to the resulting one-sided shape. That way, when you flip a green S piece, it turns Z red, and when you flip a cyan L piece, it turns J blue.
@cdsboy: but why? you do not have to use this feature... just ignore that if you do not like it. by the way: i could easily disable that at all. it was just a step for me in the direction of implementing a blockout clone. to be honest, i was afraid of that reaction BUT: does it make the game any easier / too easy? i think no. because you have to coordinate and tweak your mind to press another key for flipping horizontally / vertically. its just one OPTIONALLY degree of freedom more. some will like it, some will just not use it, some will hate it. probably i hould disable flipping in "classic tetris" mode... @tepples: good point. will have to modify my drawing code a bit, though..
Yeah, I would suggest disabling it in classic mode. Fuse mode: make each piece a random solid colour, instead of the colour that you've decided to use for each piece. Also, do combos score in fuse mode? If so, announce them. Also, the score doesn't reset to 0 for the second (or further) games in each session.
ok, will do so. combos reward: still TODO, will come soon. random colors: ok, lets test this. maybe its more fun to play if random. but eventually its not? will make it an test option for you to evaluate. OUCH! thanks for telling. bad bug. thanks alot for your feedback
On the subject of scring: is the score supposed to go up 10, up 10, then down 8 after every piece drop? And can we have the pieces starting above the top of the pit please?
@lardarse: thanks for bug reports gravytris v.070122: * http://www.coreloop.com/dump/gravytris.exe * new statistics displayed in lower right corner (blocksperminute, lines,combos,squares) * new random colors on pieces in FUSE-Tetris mode (lardarse suggested it) * piece spawn now completely above playfield * fixed score display, score now reset with new game * default audio device switched to "generic software" (more compatible with laptops etc) * under general options: checkbox shortcut behaviour, cpu hogging * moved classic tetris up in new-game menu --> press 3x enter and you get a nice classic tetris game
Apart from that, it's good. I like the way that the g-gun can pick up a piece to make a connection. (not a bug, so don't fix it) Fuse mode feels better with the different coloured pieces. Using all 7 colours works, any less and it would be too easy. I'm surprised that no-one has yet given you the standard warning about using the T-word. You might want to be careful with this... And I'm curious about what will happen next with the "Half-Life 2" of block-dropping games...
my pc runs this under 5 fps. =/ 1.8ghz, 512 ram. i plan to buy a new pc soon, but geeze, it is a falling block game...
thats very strange.. whats your graphics card? my game uses openGL, so maybe if you have old / bad opengl drivers, this might be the reason.. some of the even newer graphics cards are good at directx, but sometimes bad at openGL. (tough openGL is the much superior 3d interface. and it is available under linux) i must admit that it is indeed quite an overkill for a stacking game, but it was made because i wanted to learn programming 3d graphics... anyone else expiriencing low frame rates?
Any chance you can make a 2D front-end for your game, like I make the Allegro and GBA front-ends for mine?
that would be quite hard! i think that would require a lot of code rewriting.. at the moment i would say my code is too inflexible. but i will keep that in mind.
@tepples: thanks! time to learn some design patterns new gavytris version uploaded: * fixed drop sounds * new added graph showing average and current blocksperminute
I like this game and I think I will be playing a fair bit from time to time, but you really need to make the controls react alot faster. I still find the game to be lagging alot, and find it almost impossible to push over 110BPM. Death mode need to be looked into alot more also, as the input limitations dont allow you to play properly. Otherwise I like playing this version for highscores and combos (I got 10 combo on level 9 ) Keep up the good work! - Jono
@jp01309: thanks for feedback! i have uploaded a new version, now you can configure alot of stuff under options. you can in the first place now: * set the keyboard - speed (initial delay and repeat rate), you can * turn off smooth animations of the play tile, you may * turn off fixed time step to max out fps if you have a super fast computer and graphics card (eventually this removes the lags? could you please test?) * set the blink time of a deleted line to zero - thus accelerating chain reactions * turn of particle effects (they seem to cause some lagging) maybe that helps about removing lagging a bit.. about "death mode" yes - there is much left to do. i will give my best to increase playability!
thanks alot for reporting! bug is found (gravity gun pulls a piece out of valid range), will get fixed tomorrow. about "tris": i know... already have another domain name in mind, if they ever will go after me.