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Slime Knight
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Tetris 
 PostThu Oct 22, 2009 2:04 am
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I just released the first demo of my OHR adaption of Tetris, and I would like to know what everyone thinks. It is obviously incomplete. (some options in the main menu don't even work, and the B-Type game doesn't exist yet)

But, the A-Type game is complete, besides stuff like keeping track of high scores and such. (and counter-clockwise rotation!)

So... let me know what you think. Next version might be awhile, I am in no hurry to bury myself balls-deep in my messy code again. But it will happen because I am a perfectionist and its already bugging me enough releasing something that is incomplete.
Reigning Smash Champion
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 PostThu Oct 22, 2009 2:22 am
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I download the .zip, expecting a short tech demo with 20x20 NPCs as the foundation for the Tetris blocks, a black screen, and some standard Hamster Speak strings in the corner of the screen. I had figured the blocks themselves would resemble some use of the line tool and flood fill.

Instead, I am greeted with the finest, most wonderful title screen I have ever seen for an OHRRPGCE game, animated and lively with a characteristic touch to the presentation to the title itself. I continue to have my mind blown as I actually play the game, where the blocks are properly sized and drawn to resemble chiseled stone. Surrounding the playing field are colorful backdrops that display the beautiful Russian buildings and add to the atmosphere of the game.

The gameplay itself is solid, the Tetris we know and love. A lack of instant drop and multi-directional rotate, but it is surely Tetris. The blocks even fade slightly after they have dropped.

This, sir, is not a demo. This is a well featured game with great presentation. This post may as well be a Hamsterspeak review, but I don't care, this is a Slime Salad post because this game is awesome.

EDIT: Oh, and in the latest OHR nightly, the game reports plotscripting errors, but if ignored the game runs fine.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Liquid Metal Slime
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 PostThu Oct 22, 2009 3:41 am
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I usually hate playing Tetris, but this rendition had a certain irresistible charm to it.
Or maybe I just really, really liked the row-collapsing animation

Wonderful looking, smooth-running, well-synched SFX.
This is pretty much amazing.
♪♪♪ Du du duuuu ♪♪♪
Liquid Metal Slime
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 PostThu Oct 22, 2009 4:08 am
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Well, dang. This is pretty great. Keep up the good work. It's kinda hard to say much about it since it's Tetris, but yeah.

Minor nitpicks:
- Can't rotate on the very ends of the screen.
- Don't like the Midi. I know there are some good ogg/mp3 versions of the song out there; a boost in quality would help what is an otherwise aesthetically pleasing game.

I loved the title screen, I have no idea (haven't look in the game yet) how it was even done.
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Slime Knight
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 PostThu Oct 22, 2009 3:26 pm
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EDIT: I almost forgot: Thank you very much for all of the kind words!!

JSH357 wrote:

- Can't rotate on the very ends of the screen.


Yea. This is a problem but there's not much I can do about it without some scary changes to the rotation code. It's something I plan to tackle eventually, but not right yet, since I need to do a 2nd collision check to see if I can move the block over a square away from the side after a rotation.

The other problem is a few tetronimoes (one of the Z shapes and one of the L shapes, if memory serves) won't rotate near the wall even when they shouldn't be colliding with it, which must be an error in the rotation code (which sucks to edit because it is ALL hard-coded, but I don't really see a way around doing it that way do to the implementation)

JSH357 wrote:

-Don't like the Midi. I know there are some good ogg/mp3 versions of the song out there; a boost in quality would help what is an otherwise aesthetically pleasing game.


I made the Midi myself, because all of the midis/mp3s/oggs I have found are just a short loop that gets annoying very quickly (my version, as of now, is 5 minutes long, as opposed to 1 or 2.) Possibly I will put the midi information into something with better instrument sounds, but I have this thing about high fidelity music mixed with pixels and low resolution, it just doesn't seem to match up.



Also, I am debating the idea of making it more OHR themed as opposed to the heavy russian theme. Or maybe sort of a mix of both.

Ideally, I could have people contribute songs and backgrounds from other projects that would fit. (Level 1 could have a Vikings of Midgard background, for example, Fenrir-Lunaris willing.) But I am unsure about the level of synergy if I do that, and I worry that it will make the game look sloppy as a whole.

Plus, I worry I'd get some very hastefully thrown together images and I HATE HATE HATE the idea of turning down someone else's work if I extend an open invitation to the community. Had I all the time in the world, I would enjoy doing them myself based on other OHR titles, but I know that would never get done. (Ideally, I want to have 25 backgrounds.)

But music, definitely, I don't think Tetris can have too much music since there are people who will play it for hours on end. I already have code in to select a random song to play next, but there is only one song in the file so it doesn't do anything yet. It would be very, very easy to show some strings that have the Title, Author, and the Game It Is From in strings for so many ticks after the song comes on, and that would extend playability greatly.

TL;DR version: Does anyone want to contribute songs?
Metal Slime
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 PostThu Oct 22, 2009 6:44 pm
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I'd be willing to give it a try, though I'm still learning.
Metal Slime
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 PostThu Oct 22, 2009 6:49 pm
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I will contribute! at some point maybe...

I still owe spoonweaver (given hes still alive) a song.
Blip.
Slime Knight
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 PostMon Nov 02, 2009 7:14 pm
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Maybe I wasn't incredibly clear, but I'd actually prefer songs from other games. Not whole new ones. I can show some strings with the song title, the author, and the game its from for a while right when the song starts. Like advertising. Haha.

Also, I have done some work but not enough to upload a new version. Basically:

B-Type lines work (but you cannot win B-Type yet)
High Scores get saved (though my method for inputting your name leaves a lot to be desired)
There is no wait in the front menu.
Options screen is in. Not a whole lot to it yet, though. Basically just Music and Sound Effects just like the pause menu.

Actually. I need a list of what I have yet to do. I suppose I can put it here.

1. Get high score name input working.
2. Add some more options and a beginner mode (where a tetronimo does not fall if its rotating, or the rotate button is pressed) cheat menu (because debugging this game playing with all long tetronimoes was awesome for awhile. and I want everyone else to feel that)
3. Get some more music! And write code to have 'music credits' during gameplay.
4. Design the High Score Screen.
5. Put a link to the High Score Screen in the main menu?
6. Bigger explosions for a TETRIS, maybe have 4 different kinds for each amount of lines cleared.
7. Fix rotation discrepancies (1 down, 2 to go I think)
8. Allow rotation against a wall??
9. Make a proper algorithm for the speed they fall at (find out what the real game does)
10. Custom control schemes (once I write this script once I can reuse it in other games hahahahha!)


Then maybe someday... :
11. Make it so the game knows at least 100 coming tetronimoes, not just the next one.
Which will make:
12. Two Player Mode
possible.

But I do plan to be restarting my game, The Aftermath, very soon. (There are pictures of it on CP somewhere) And that is probably more exciting than Tetris (But a lot more work, too!!)
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