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About mikedoty

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  1. Tetratris 1.1 Download Tetratris 1.1 here (4.5MB) Made by Mike Doty Some of you may have played Tetratris; I released it a little less than one year ago. I have recently completely an upgraded version that offers several nice enhancements and a couple of small bug fixes. Overview Tetratris takes the original concept of Tetris and multiplies it many times over. It includes 5 distinct game modes and a bonus obstacle mode to ensure that your Tetratris experience remains diverse for as long as you play. Experience the insanity as pieces approach from any of 4 different directions. Alternatively, you can relax and enjoy the classic version of Tetris or try other challenging modes such as Twintris, which requires you to control two grids with the same set of keys! Eliminate rows in rapid succession to achieve combos which gain you bonus points and, if your combo grows long enough, additional time to place the pieces! Fully customizeable controls allow you to get a perfect feel for piece movement and placement. All you need is skill and determination! Game modes included: Classic Mode - Just like the original. Rubik's Mode - At increasingly frequent intervals, a section of the grid will rotate 90 degrees. Tetratris (4-way) - The centerpiece of the game; manage pieces that come from any of 4 different directions and intersect in the middle of the screen. Trippy! Twintris - Easily the most difficult mode of Tetris you'll ever play; if you can begin to master this, you'll gain an immense amount of satisfaction. Time Attack - At increasingly frequent intervals, the entire grid of pieces moves up one step. Don't let them reach the top! Enhancements Tetratris 1.1 allows you to customize every aspect of the game's appearance. Besides having the chance to select from any background you'd like, you can also change the appears of each piece. If you want the T-shape to be green, make it green. If one shape's color doesn't blend well with the background you've chosen, change it to a color that presents a better contrast. Tetratris 1.1 will remember your settings for the next time you play, of course! Example Settings: Ranging from beaches to beds of roses and everything in between, you'll find a setting that matches your interests perfectly. Minor bug fixes / game changes I fixed a couple of small bugs that could cause performance problems on a small number of computers. The game now runs solidly on any computer; I can even enjoy it on an old 400! :) I also slightly modified Tetratris (4-way) mode. Previously, you could continue playing until each of the 4 grids reached the top. Unfortunately, I became aware that this made the game last a seemingly interminable length of time; thus, your game now ends when any one of the four grids reaches the top. This definitely adds an increased sense of desperation to the central mode of Tetratris! Conclusion I really enjoy this game, and I still play it pretty much every day. Granted, I'm a bit of a Tetris freak, but you'll enjoy playing the game. You won't find many tetris-style games with this amount of variety and innovation; some of the game modes really make you think. Thanks for playing!
  2. mikedoty

    Super Stompy

    I think it definitely sounds like a good idea. Permanently enabling a 'cheat' mode of sorts is a good idea; when players don't want to have to try as hard, they can still enjoy your game. :)
  3. mikedoty

    Here it is

    I got something like 31885. It's pretty cool. Checkpoints worked great for me; there were about the right amount of them, and they functioned perfectly. Level 4 is pretty darned hard. I was on my last life when I killed the boss. Could you add it so that 'P' also pauses (in addition to enter)? I had to go AFK in the middle of the game, but I couldn't remember what paused the game. I didn't want to hit escape cause I (correctly) feared it quit the game. :) But for the gameplay itself, it's very good. Good job. :)
  4. mikedoty

    Now back to...whatever I was doing a week ago

    Good job making sure the initials match the necessary format. For me the main concern is people not entering anything and having an empty string; that can really mess up a file parsing method. :) I didn't think about a 'dark font' not appearing in a level with a dark background, that's a good point. One option would be to keep the yellow (which by itself is fine) and draw a small black rectangle behind it or something. As long as it didn't get in the way of seeing the enemies, that might work nicely.
  5. mikedoty

    Almost there...

    Whoa, that yellow-on-teal is a harsh look. May I recommend a black font? :) The high score table will be cool, it should add a good incentive to replay multiple times. :)
  6. mikedoty

    Alien Invaders!

    Oh, here's an interesting idea. Perhaps these spaceships... there could be some laser beams that are always on an stretch the whole screen; alone, you can't ever get past them. However, when a spaceship comes by, it disables the beams so the spaceship can get past. You'd have to make sure the player wouldn't get stuck (by either killing the spaceship and thus trapping himself forver; that could perhaps be solved by infinite spaceships?) or something similar. Just a thought.
  7. mikedoty

    Alien Invaders!

    Awesome! He definitely looks like an evil little alien. I had thought about mini-flying spaceships, you beat me to it, great idea.
  8. mikedoty

    Real quick update

    Let's see, what would little alien dudes do to attack you? Laser guns, maybe? Ooh, you could make the aliens be able to teleport, that might be cool.
  9. mikedoty

    Laser Beams!

    I think I agree that the non-room approach will work better. The room approach would've worked alright too, though. Ooh, here's another idea. On-and-off platforms; like, you stand on them, but sometimes they fade away and you have to jump, then they reappear by the time you land, or something like that. Or, you could have two adjacent platforms that alternated fading in/out, and you'd have to jump between them or something. You could try some sort of proximity-triggered heat seeking missile as a trap.
  10. mikedoty

    Super n00b code question

    Quote: This way, you can store all objects with like interfaces, but not like implementations in one system, instead of having multiple data structures floating around doing the same thing. Ah, ok, now I understand why the prior approach might be used. Thanks for the explanation. ;)
  11. mikedoty

    Super n00b code question

    Whoa... I might be missing something, but why not turn: A *something = new B(); delete something; into: B *something = new B(); delete something; ? I might be overlooking something as usual though. ;)
  12. mikedoty


    Here are some random ideas, hopefully not too many of them are repeats of previous suggestions: Motion detectors Security cameras/floodlights Moving security beams Retinal scanners (steal an enemy's body?) Mines Thwomps (spinoff) Patrol bots (scouts) Alternating on/off laser beams Rising platform - (If you step on it, it races toward to ceiling, smushing you when you get stuck between it and the ceiling) Electrocuting tiles
  13. mikedoty

    Level 5

    Ooh, Mushu's BSOD is far better than yours, Stompy. I know this sounds silly, but do you think some players might see that and think your game really has caused a problem and will/should be shut down? I wonder if part of the level will require you to crash the alien computer to fully penetrate their defense array...
  14. mikedoty


    Here's one thing I think needs worked on: I ran through it a 2nd time, and I ran into death in a platform area. It started me back at the top, and I plummeted to my death again. A third similar incident followed, and then I died again (think I missed the jump that time). I lost 4 lives justlikethat. Maybe you could make sure the player always starts above solid ground. Or, you could do, like, some kind of slow-motion effect the first couple of seconds on respawn to make sure the player knows what's up. Or, you can tell the player (in this case me) not to be so stupid and fall in the hole in the first place. :p
  15. mikedoty


    Wow, level 4 seems really hard. The flying things that drop the bombs... they are evil. The jumping things are easy to avoid usually, but those hoverbots that camp by the platforms are mean. The boss is really hard, I actually was on like my last life when I got to him so I wasn't able to win. I didn't try enough at the start because I'm used to being able to beat the enemies pretty easily. I think you've reached a good level of difficulty; you can't beat it right away, but with a little practice the player should be able to get past it. The platforms worked great, you did very well on them. I saw no flaw in their operation. I hope platforms appear in later levels, also. Keep up the great work!
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