| View previous topic :: View next topic |
| Author |
Message |
James Paige Slime

Joined: 16 Oct 2007 Posts: 1276 Location: Hamster Republic (Southern California Enclave) 3469 Slimebucks
3031 HP
1273 MP
310 Str
370 Agi
301 Int
|
Posted: Thu Oct 22, 2009 3:48 pm Post subject: TetrisOHR - Review & Video Impression |
|
|
This is great. It is missing "type b" mode, but it is really polished and cool. it manages to be both very retro and very flashy at the same time.
The first version of Tetris I ever played was the one for the NES. I wish that had looked half as nice as this.
I very much hope that shakeyair continues to add bells and whistles to this, but even if he doesn't he already has something to be proud of.
-----------------------------------------------------
EDIT: My video was inexplicably mangled. I will re-post it as soon as I figure out how to fix it!
-----------------------------------------------------
In the video, the warning I see on the title screen is caused by an attempt to change the frame of a sprite slice that has already been freed. This will probably be an easy fix for shakeyair if he switches to the latest nightly build, which is much better at spotting such errors and helping you find them.
Also, in the video I comment that the game was made wwith the stable release, but now I think that isn't true. it looks to me like it was made with some recent nightly build, but I can't guess which one.
Tetris always gets to me in an addictive way. It was hard to resist just continuing to play and play. Killing myself with that "Tetris Tower" at the end was harder to do than I made it sound.
=Things I would like to see=
* Keyboard controls for rotating on both directions (I like period and comma for this)
* Joystick/Gamepad control (actually, I didn't even plug in my gamepad. Maybe this is in there already?)
* Mouse control - this is a tricky one. Getting side-to-side motion just right for mouse-controlled tetris is hard to do in a way that keeps the difficulty level correct. But it would be nice.
|
|
Last edited by James Paige on Thu Oct 22, 2009 5:26 pm; edited 1 time in total |
|
| Back to top |
|
 |
Newbie Newtype Reigning Smash Champion

Joined: 15 Oct 2007 Posts: 667
2300 Slimebucks
1171 HP
661 MP
72 Str
53 Agi
31 Int
|
Posted: Thu Oct 22, 2009 3:50 pm Post subject: |
|
|
|
The video isn't displaying properly.
|
|
_________________
|
|
| Back to top |
|
 |
shakeyair Slime

Joined: 12 Jun 2009 Posts: 52
884 Slimebucks
283 HP
152 MP
40 Str
35 Agi
30 Int
|
Posted: Thu Oct 22, 2009 4:17 pm Post subject: |
|
|
Losing the game quits it simply because I haven't gone to the trouble of figuring out what all I need to free and reset and zero out. (Also, the title screen needs some time to let all the tetronimoes on the title screen fall, which will be sneakily covered up by the high score screen) (...That is a secret don't tell anybody...) This is also the reason for the two useless intro screens (eventually I have a bit of an animation planned).
Basically, it's a demo. Extended keyboard control is a good idea, as is mouse (but mouse control would likely demand a lot of new code that I'm unsure I want to mess with)
But the options screen will have a way to remap keys, assuming I can get that working. I had planned on SPACE and ALT, but i think I like . and , better, because that gives me less excuses to not make a 2-player mode.
Joypad control would be awesome, but I have no idea how to begin tackling that, having never messed with it. (can Key Val even take a joypad input??)
|
|
|
|
| Back to top |
|
 |
Newbie Newtype Reigning Smash Champion

Joined: 15 Oct 2007 Posts: 667
2300 Slimebucks
1171 HP
661 MP
72 Str
53 Agi
31 Int
|
Posted: Thu Oct 22, 2009 4:43 pm Post subject: |
|
|
| Quote: | | Losing the game quits it simply because I haven't gone to the trouble of figuring out what all I need to free and reset and zero out. | I actually have a similar problem with one of my games. Game overs quit the game because I skip both the load screen and new game screen in favor of a custom title screen. I remember speaking about this but I was just told there was a reason behind this madness even though game overs causing the program to quit is a bug in everyone's eyes.
|
|
_________________
|
|
| Back to top |
|
 |
James Paige Slime

Joined: 16 Oct 2007 Posts: 1276 Location: Hamster Republic (Southern California Enclave) 3469 Slimebucks
3031 HP
1273 MP
310 Str
370 Agi
301 Int
|
Posted: Thu Oct 22, 2009 4:45 pm Post subject: |
|
|
For the title screen tetronimoes, what if you disable the "wait" commands when you are filling the screen up?
As for knowing what to clean up, you can use a script like this to free all your slices
| Code: |
script, free very dang slice, begin
variable(sl, deleteme)
sl := first child(sprite layer)
while(sl) do(
deleteme := sl
sl := next sibling(sl)
free slice(deleteme)
)
end
|
Then set all of your global variables to zero, and you are good to go!
Joystick/Gamepad should be fairly easy. You can use stuff like this:
| Code: |
if(keyval(joy:button 1)) then(rotate right)
if(keyval(joy:button 2)) then(rotate left)
if(keyval(joy:x left)) then(move left)
if(keyval(joy:y left)) then(move right)
|
If those don't work than it is more likely to be a bug in the engine than in your own script. The joystick stuff is easy, but it doesn't get very much testing.
| Newbie Newtype wrote: | | The video isn't displaying properly. |
Oops! I better re-upload. it fooled me because the first few frames were fine.
| Newbie Newtype wrote: | | Quote: | | Losing the game quits it simply because I haven't gone to the trouble of figuring out what all I need to free and reset and zero out. | I actually have a similar problem with one of my games. Game overs quit the game because I skip both the load screen and new game screen in favor of a custom title screen. I remember speaking about this but I was just told there was a reason behind this madness even though game overs causing the program to quit is a bug in everyone's eyes. |
The reason is, if "game over" restarted the game when title screen and load screen are disabled, then there would be no way to *really* make the game exit.
We probably need to add a separate "reset game" command. When title screen and load screen are enabled, then "reset game" and "game over" would have exactly the same behavior, but when they are turned off, they would have differing behavior.
|
|
Last edited by James Paige on Thu Oct 22, 2009 4:49 pm; edited 1 time in total |
|
| Back to top |
|
 |
shakeyair Slime

Joined: 12 Jun 2009 Posts: 52
884 Slimebucks
283 HP
152 MP
40 Str
35 Agi
30 Int
|
Posted: Thu Oct 22, 2009 5:09 pm Post subject: |
|
|
|
i am currently trying it to be sure, but the plotscripting dictionary explicitly states that the joystick scancodes don't work with key val. i will let everyone know if it does happen to work.
|
|
|
|
| Back to top |
|
 |
shakeyair Slime

Joined: 12 Jun 2009 Posts: 52
884 Slimebucks
283 HP
152 MP
40 Str
35 Agi
30 Int
|
Posted: Thu Oct 22, 2009 5:17 pm Post subject: |
|
|
|
does not work with key val. works just fine with keyispressed, but does not feel as solid (its important that the blocks only go left or right one space if you tap the button, and with keyispressed this is not always the case.
|
|
|
|
| Back to top |
|
 |
James Paige Slime

Joined: 16 Oct 2007 Posts: 1276 Location: Hamster Republic (Southern California Enclave) 3469 Slimebucks
3031 HP
1273 MP
310 Str
370 Agi
301 Int
|
Posted: Fri Oct 23, 2009 8:25 pm Post subject: |
|
|
| James Paige wrote: | | We probably need to add a separate "reset game" command. When title screen and load screen are enabled, then "reset game" and "game over" would have exactly the same behavior, but when they are turned off, they would have differing behavior. |
I have added a "reset game" command that does this.
|
|
Last edited by James Paige on Fri Oct 23, 2009 8:26 pm; edited 1 time in total |
|
| Back to top |
|
 |
Newbie Newtype Reigning Smash Champion

Joined: 15 Oct 2007 Posts: 667
2300 Slimebucks
1171 HP
661 MP
72 Str
53 Agi
31 Int
|
Posted: Fri Oct 23, 2009 9:08 pm Post subject: |
|
|
|
Thank you. That will make custom title screens more viable now.
|
|
_________________
|
|
| Back to top |
|
 |
|