features: avalanche effects bag randomizer six pieces preview ghost piece hold piece building 4x4 blocks sonic drop two player mode http://avalanche.cubestorm.com/
are you the same "fredjust " as in blockout.net forum ? and can you please explain your piece / block bevelation algorithm ? my own for cubestorm is overly complicated and i am searching for a shorter, more elegant solution... to your game: first of all: i really like your game, its great!! one of the few games with cascade gravity!! and i like your piece preview with the fog effect. do you plan to further develop and improve it ? if so, then i have some suggestions, importance in order: 1. alternate / changable keyboard configuration - most important is clockwise / counterclockwise rotation and sonic/firm drop (drop with lockdelay) with up arrow key 2. wall and floor kicks - see wiki too 3. configurable, faster DAS 4. maybe a little highscore list...
I am a very lousy blockout player, so I guess not Sorry, I have absolutely no idea what "bevelation" means. Frag einfach nochmal auf Deutsch, bitte Thanks a lot for the feedback! I will definitely develop it further... someday
bevelation = rounded edges. so instead of a cube with 90 degree edges, you now have 45 edges. in german: bevel is abrundung -- also die rundung / schrge kante an deinen tetris teilen an der vorderseite - wie hast du das programmiert ? if you want to explain it to me in german, please PM me. otherwise please try in english - i think some other are interested in this bevelation, too. whats you living / home town in germany? and did you try the other games here in the forum? i suggest you to try lockjaw and TGM for inspiration. and how did you came to this forum? how did you discovered it ?
ah and another thing: that rapidshare download server sucks. i can give you webspace on my coreloop.com server, if you want... i have plenty and can make you a simple ftp account where you can put your game and maybe a small homepage.
You can imagine a block consisting of six faces. The front face is divided into nine quads: a huge quad in the middle, four tiny quads in the corners, and four rectangles at the sides. These nine quads are made up of 16 shared vertices: Code: *...*..............*...* ........................ *...*..............*...* ........................ ........................ ........................ ........................ ........................ ........................ ........................ ........................ ........................ ........................ *...*..............*...* ........................ *...*..............*...* Oh wait, the four quads at the corners are actually made up of two triangles. The four inner vertices are always at the same Z level, let's say 0 for simplicity. Then you only have to calculate the Z levels of the remaining points depending on the neighbour blocks. Don't forget to calculate the normals correctly, or the lighting will look strange My implementation is basically just a long sequence of float calculations, glVertex calls and some boolean algebra. Plus some optimisations concerning the other sides of the block. For example, I do not need to draw the "upper" side of the block if there is another block in the north. Maybe it's not the fastest implementation, but since I only need to call it once per piece creation (which yields the creation of a display list) it does not really matter. I live in Hamburg. We had a discussion about tetris standards on your gravitris guestbook a while ago. I gave you a link to a tetris standards webiste. Remember? Googling for tetris, I guess. Been a long time lurker, so I don't quite remember
I think the easist solution to this would be a configuration file which the user can edit with a text editor. I will definitely implement this. Try to press enter. I think that is what you mean, right? Oh and have you tried pressing backspace? Interesting. Even faster? Wow. Configuration? See 1. I am not sure how I can prevent cheating. So until I have that figured out, no highscore list... But I will definitely work on that! Thanks again!
That would be second easiest. How would you distinguish key 5 on the top row of the main part of the keyboard from 5 in the numeric keypad? Easiest would be a config screen within the game, where the menu keys are hardcoded to the arrow keys and Enter. This will become especially important once you start using Java 3D joysticks. But does Java 6 actually implement InputDevice, or is joystick reading just not possible in a 100% Pure Java solution? How confidently you can prevent cheating depends on how much time and money you are willing to spend. You can discourage cheating by allowing the player to choose whether or not a game will be "official", and if it is official, connecting to a server that verifies each piece placement.
hehe, you are welcome! besides, everyone else who needs tetris / game related webspace can ask me... i am happy to share my 5gig webserver space. @fred: you should edit your first post and replace that rapidshare link with the new download link and add a link to your homepage. its so much easier to download. and on your homepage i would maybe add a smaller version of the above screenshot. just to give people an idea about what your clone looks like. and another thing: could you make the fog with a more happy colour? currently, it looks like on a rainy day. maybe just bright white or some friendly sky colour - hellblau maybe. ah and on your homepage maybe a back link to this forum thread.
Thanks for the suggestions, great teamwork. Now all I need is people who actually play the damn thing
Long time no see... I have improved the graphics and the menu Have fun, and let me know what you think.