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Rob Loach

New SDL Game (Now With Online HighScores!)

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RBlocks - Direct Download It's a horribly done Tetris clone. Please tell me if you find any bugs (there are probably millions). Oh, thank you goes to IFooBar for the graphics and coldacid for the... the... something. I plan on putting in a background image as well as a highscore system. Would you guys mind testing that as well?
Controls
--------
Arrows - Move
Up - Rotate
Space - Insta-Down
[Edited by - Rob Loach on December 7, 2004 3:28:25 PM]

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nice job. the only other problem (besides the one mentioned above) was that the app didn't close (or do anything) when the window close (X) was clicked. besides that, it was good. i liked the texture on the blocks; solid + shiny gets annoying quickly.
cheers.

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that's a great start! now you need some scoring.. :-) you could do some little animated effects in the background too, or even on the blocks.

did anyone ever play xixit or chain reaction? They were two great tetris clones with some really spiffy graphics and music (almost entirely done by demo sceners. the game itself was done by tran, of pmode fame).

cheers
sam

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Very good, my only niggle is that in the original game, there was no collision with the top of the board during a rotation. You can't instantly rotate certian pieces(like the long piece) when they appear, you have to wait two clicks before you can rotate it.

Besides that, nice.

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Well, I guess my problem sort of qualifies as a bug :) I managed to get the left leaner block, get this, 13 times in a row! Perhaps you need to work on the randomization a tiny bit? :D Other then that, it worked pretty well.

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I like it but when pressing space te block should go faster not just going to the bottom immediately. And you should be able to hold the button instead of pressing down alot of times to let the block go faster to the bottom like you need to do with the down arror key.

Good job, and good luck wih further programming,


Rob

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Quote:
Original post by DigitalChaos
shouldn't this be in "Your Announcements"
I just needed initial testers and some quick feedback. But, I'll ask someone to move it to the Alternative Game Library thread....

Quote:
Original post by SirLuthor
Well, I guess my problem sort of qualifies as a bug :) I managed to get the left leaner block, get this, 13 times in a row! Perhaps you need to work on the randomization a tiny bit? :D Other then that, it worked pretty well.
Imagine the odds [smile]. I'll rework my random number generator.

Quote:
Original post by Binomine
Very good, my only niggle is that in the original game, there was no collision with the top of the board during a rotation. You can't instantly rotate certian pieces(like the long piece) when they appear, you have to wait two clicks before you can rotate it.
Good point, I'll implement that, somehow.

Quote:
Original post by stormrunner
nice job. the only other problem (besides the one mentioned above) was that the app didn't close (or do anything) when the window close (X) was clicked.
Haha, that's weird.

Thanks alot for testing it you guys. I'll try to implement everything. A new version should be up sometime. Mind testing that one too? [smile]

[Edited by - Rob Loach on December 2, 2004 8:19:51 AM]

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Quote:
Imagine the odds [smile]. I'll rework my random number generator.

Indeed :D There are what, 7 blocks? And so there is a 1/7 chance of getting it once [grin] So 13 times is... 1/96889010407. Not a large number! [oh] You may want to, instead of randomly generating a tile each time, have a set stack of, say, 20 of each tile, that gets randomized before each game, and shoved into a stack, which is just drawn off of, as needed. That would, methinks, give a more rounded outcome!

Quote:

Thanks alot for testing it you guys. I'll try to implement everything. A new version should be up sometime. Mind testing that one too? [smile]

As someone has probably said at least once in history, there is no such thing as 'too many tetris games'! Rest assured, you make it, and people will come!

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looking good dude.

a few things,

-i had to tap the down arrow to make the block move down. sometimes i want that block to fly downwards, and it gets anonying to have to repeteadly tap it

-i noticed clicking the "X" on the window didnt close the game. you can do this by just checking for an SDL_QUIT event from the message pump.

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I would second graveyard filla's reply about being able to hold down the Down key to make the blocks move down faster.

I downloaded the new version, and when I clicked the close box, I received the following error:
"Instruction at "0x77f83aed" refrenced memory at "0x00000003". The memory could not be "written"."

Sounds like a bad pointer reference to me.
My Machine: WinXP Pro, 1.4Ghz Pentium M, 512 MB Ram, Intel Integrated Graphics Card.

Besides that I would say the game is pretty good.

If you do want to add more, I would try incorportating SDL_mixer to add some sound.

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Hey looking good!

I made you some new block sets just for the hell of it. They're here. Just rename them to blocks.bmp (for anyone else who wants to try them) and they should work. They're no works of art, but they're something a bit different :-)

Greetings to whoever I got the original textures from (they were originally quite a lot bigger; I resized them and added borders and generally fiddled with them a bit).

cheers
sam

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v0.2

Tap space VERY fast and the game box PILES up.
You continue to gain points, and don't get a gameover

Also suggest a GAMEOVER screen and Highscores Table

Finally, if you lower a block a then want to move it into an alcove, it locks:


+-
-+

+- +
| |
+----+


falls to

+- +-+
| -+ |
+----+


in normal tetris, before the piece locks, hold left and it moves to:


+-+- +
|-+ |
+----+


If you understand, please include that in v0.3

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I second the last poster - the "sliding" mechanism is what separates the Tetris wannabees from the experts!

In addition the score should decrease as the block drops so the player is punished for taking too long. Also you can punish the player for doing too many rotations. That way skilled players can build up points by dropping quickly.

Also you don't seem to be using key repeats which means the player constantly has to press and release buttons to move and rotate. This gets tiring quickly.

Tetris isn't quite as simple as it seems ;-)

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Quote:
Original post by wyrzy
I would second graveyard filla's reply about being able to hold down the Down key to make the blocks move down faster.
It's on my to-do list [smile].

Quote:
Original post by wyrzy
I downloaded the new version, and when I clicked the close box, I received the following error:
"Instruction at "0x77f83aed" refrenced memory at "0x00000003". The memory could not be "written"."

Sounds like a bad pointer reference to me.
My Machine: WinXP Pro, 1.4Ghz Pentium M, 512 MB Ram, Intel Integrated Graphics Card.
Weird... I'll have to check it out.

Quote:
Original post by wyrzy
If you do want to add more, I would try incorportating SDL_mixer to add some sound.
Planned for when I'm done gameplay [smile].

Quote:
Original post by izzo
I made you some new block sets just for the hell of it. They're here. Just rename them to blocks.bmp (for anyone else who wants to try them) and they should work. They're no works of art, but they're something a bit different :-)
Hey, that's a lot, you mind if I include those in the release? You'll of course get on the Thank You list [smile].

Quote:
Original post by Zeophlite
Tap space VERY fast and the game box PILES up.
You continue to gain points, and don't get a gameover
Hmmm, strange. It's on my to do list.

Quote:
Original post by Zeophlite
Finally, if you lower a block a then want to move it into an alcove, it locks:
Really? It doesn't for me:

In that screenshot, I just moved the blue piece under the green one. Or am I missing something here?


Quote:
Original post by Captain Logic
In addition the score should decrease as the block drops so the player is punished for taking too long. Also you can punish the player for doing too many rotations. That way skilled players can build up points by dropping quickly.
Great ideas. I'll see what I can do. Have the score go up when they speed the block down instead of just go up all the time.... Punish too many rotations is an awesome idea. Any more?

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Quote:
Original post by Rob Loach
Hey, that's a lot, you mind if I include those in the release? You'll of course get on the Thank You list [smile].


No worries, go for it! You might want to adjust the block which is used as the border coz a couple of those that I did make the border really obviously repetitive.

cheers
sam

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Quote:
Original post by izzo
Quote:
Original post by Rob Loach
Hey, that's a lot, you mind if I include those in the release? You'll of course get on the Thank You list [smile].


No worries, go for it! You might want to adjust the block which is used as the border coz a couple of those that I did make the border really obviously repetitive.

I'll include them as "Extra Blocks" that you can download seperatly. How does "Sam's Block Package" sound? [smile]

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Heh sounds good :)

Have you played Xixit or Chain Reaction? They are two old Sega Columns-style DOS games with some really cool block sets. Some of them are animated; I reckon some animated block sets would be a cool future addition to your game. Also they have some block sets which aren't all square (as in they are sort of blobby objects that fit into their tile size). Do you handle transparent images? I was going to have a go at doing some that weren't just plain blocks but my pixel pushing skills aren't that great :)

sam

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Not bad =) Only real problem is that it crashes on exit. Also, the rotation of the pieces doesn't seem as intuitive as the original. They don't seem to move exactly as I expect them to.

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Hey nice work, many improvements from the first release :). However there is a logic error - I dont know if you meant it to be intentional or not - you gain score by pressing the down key or space bar - yes I can see how this promotes faster thinking, but usually you only get points per line cleared. Just something that stood out to me.

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Also for pure asthetic looks, the transparency is not being set for the "New Game" image, you can see the black around it and mabey for the exit game. I'd suggest setting transparency for those colors to (1,1,1) since that is the color of your transparency.

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