Posts Tagged ‘tetris’

TETRATOR POSTMORTEM

Posted by (twitter: @TRASEVOL_DOG)
Sunday, April 26th, 2015 3:10 pm

IT’S POSTMORTEM TIME !!

This Ludum Dare #32 was the first one I made an entry for. You would think I would show my creativity and innovative spirit by making something incredibly original and new and stuff… Nope ! Made a Tetris clone instead ūüėÄ .

 

Why would I even do that ?

I strongly believe that there is much to learn in cloning games. See how people made their game, what makes it good (and worthy of your cloning), what are its flaws, and of course how can you make it your¬†game and how could you make it better. Of course this really is worth doing on games you already appreciate rather than on ones you don’t like. If you think they’re good, how awesome would it be if you could make them even better ?

Besides, I’ve been wanting to try and make a Tetris clone for some time now.

When I first saw the Ludum Dare #32’s theme ‘unconventional weapon’, I had no idea of what I was going to do. Being in my bed at that moment since I had just woken up I lied there thinking. Ideas of shooters came first but I couldn’t get something unconventional enough. I figured out the good idea wouldn’t be found by just looking directly around the theme. So I thought about the things I wanted to do. The Tetris clone thing came up. How about a Tetris-powered weapon ? That’s unconventional right ?

Behold the TETRATOR !

Behold the TETRATOR !

Quick note #1 : PRETTY COLORZ

The color-changing that makes the game look so charming is the first thing I set up. That was an old idea I had when playing around with writing text (that’s more exciting than you think). Basically I had a color-changing text with a grey shadow homemade effect and I thought it would look cool if a whole game was exactly like that.

Basically, what I did is drawing everything in white on a black background first, then use it as a stencil for what you actually see, drawing the grey shadow first and then the colored thing with magic secret mathematical formulas for the colors. And that’s being done each frame.

 

Making a Tetris game !

Here is what you should know about making a Tetris game :

– It takes probably more time than you think. I hoped it would take maybe slightly more than 4 hours. It took me the whole first day along with the color thing.

Tetraminos !

Tetraminos !

– Each tetramino shape should have its own block style with a different symbol. Just makes it feel way more polished.

– Tracking the blocks that are already in the Tetris board with a boolean table is the right idea.

– You’ll have to manage collisions for each tetramino shape, in each rotated state, for both the tetramino’s fall, moving the tetramino left and right and rotating the tetramino left and right. It’s not very¬†complicated but it is boring and it takes a lot of time.

– Deleting lines probably may prove to be extremely buggy while it is being coded. That slowed me down a bit.

A good scoring system is also needed. In ‘authentic’ Tetris games the score goes up for almost anything and getting thousands of points isn’t that hard. I did simplify it though, because the ‘authentic’ Tetris score system is quite complicated and I didn’t want to dive into that. When a piece is laid down you get 5 points. If you pressed up to lay the piece down instantly you get 95 more points. When you complete lines you get [the nomber of line]¬≤*500 points.

The difficulty curve should be worked on. I made the mistake of not spending enough time on that as I did it in the very end. Almost every one who played the game said it was getting too hard too early. Which I understand as the tetraminos going too fast, too early.

– Be prepared for the fact that everyone already played Tetris. People will compare your Tetris game to the one they already played. They will say how they are ‘already’ bad at Tetris if they are. They will say controls are weird, however you put these, simply because most Tetris games have different controls. Several comments were speaking of how the up key should rotate the tetramino and the down key should do what the up key does (which is finish the tetramino’s fall). I set the controls I was used to because I felt like they were comfortable. I guess the best thing about that would have been to make the controls rebindable but that would have taken time and it doesn’t sound very exciting to do…

 

Quick note #2 : Unsuspected technical difficulties

Don't mind the mess in front of my screen

Don’t mind the mess in front of my screen

 

When I woke up the second day, I was all pumped up, ready to make an awesome game out of my Tetris game. I got to my PC which is just by a big plate-glass window that has no shutter. I never used that PC that early before. The sun was hitting the screen directly from outside the window which it usually doesn’t. I couldn’t see a thing on my screen. Made an opaque¬†curtain out of clothes and even had fun while doing it.

 
 
 

Making an ‘original’ game out of my Tetris game !

I already had the idea of enemies coming from the left of the screen and that would make you lose if they get to the right of the screen. So I started with that.

Every second, a ‘pixy’ (that’s how I called them in the code, before I see them as invaders) is created. The new pixy is randomly either a normal, a normal bis, a small or a big one. Small ones go faster, big ones go slower but take two missiles to kill and the difference between the two normals is purely graphic. Even so, the speed of each invader is slightly random and is set higher at higher levels.

I do recommend to have several graphical versions of your default enemy because that adds diversity to the game and that leads directly to that ‘polished game’ feeling.

I also do recommend to have the slightest random factors for the same reason. Random can be very frustrating but none of it sets very strict boundaries to your game. So make sure you have the right amount !

Also, the pixies jump. In fact they jump quite a lot. They jump way more than I first thought they would. But that’s actually really good. Each frame, every not-big pixy has a chance to jump if it is not already doing so. And it looks great. Lively and unsuspectedly cute. That jumping is something I wanted because of ¬†this.

maths and physics !

maths and physics !


 

Then, I implemented the cannon and the missiles. And I had no idea how to do it. I wanted a parabolic trajectory for the missiles but that was going to require some thinking. So I took half an hour to figure it out on paper with what I know about physics and maths. Then, I had a genius idea : take the squared function (which is already parabolic) and reverse-and-stretch it to make the missiles’ trajectories. It worked great. Way better than I thought it would.

 
 

Explosions !¬†That was important. If you don’t get why, go take a look at this talk from master JW. Each explosion is actually a one-frame colored circle followed by a one-frame black circle which you can’t really see in this game, with a sound effect that has much bass to it.

Also, on the same line of thought, screenshake ! Not detailing that but it is incredibly important !

Finally, after managing some kind of hitbox system, I needed to let the player lose. So I created another sprite for the turret, coded a bigger explosion, made the tetramino’s fall instant, wrote a big YOU LOST and there you go !

Then I built the text interface elements : counters around the Tetris game and then the main menu of the game. For both, I tried several layouts before choosing one and I believe everyone should do the same because interface is more important than what most of jammers seem to think, the problem being that we know what the game does but the player only has the clues we give him. So give it to him nicely !

Safer than the iCloud !

Safer than the iCloud !

And at the very end, while I was thinking of uploading the game, I felt like something was missing. The top of the screen was awfully empty. Sure, a missile came there from time to time but that was it. Added procedurally generated clouds. Like a boss.

 
 
 
 
 

Quick note #3 : Music…?

One of the big advantages of making a retro styled game is that you can make shitty art and call it retro-styled without being too much questioned on your tastes :3. I ‘made’ all sound effects with the mighty SFXR and two music loops with FL Studio, one that is very bare (but existant) for the main menu and another, rather more complete, for the actual game. My only regret is that I set the music¬†too loud.

 

So that was nice !

In the end, TETRATOR came up really nice. I was able to take the time and deal with each problem that presented itself which is good. I scoped really well what I wanted to do and I am very glad about that. And above all that, the game is actually fun to play !!

Looks pretty nice, doesn't it ?

Looks pretty nice, doesn’t it ?

I’ll be there again for the next Ludum Dare !

Have fun playing all the wonderful games that have been made for Ludum Dare #32 !

 

TRASEVOL_DOG (you can find me on Twitter, there).

So I made a thing…

Posted by
Thursday, March 12th, 2015 11:38 am

After reevaluating what a game exactly is, I jokingly claimed the idea of an infinite ‘sandbox’ Tetris wouldn’t be any fun. I quickly decided that I should make it nonetheless, and what should I say, it’s … a thing now, I guess.

infinitris_gameplay_small_02

If you ever wanted to play tetris on an infinitely large field, here you go:

infinitris_itchio_widget_dark

Somehow it’s highly addicting and I have already lost too much time with this (playing instead of developing). Just be careful when you suffer from OCD, because it won’t let you out of its icy, blocky, infinite grasp.

infinitris_liberty

What the heck is this supposed to be?

Tretris

Posted by
Sunday, February 8th, 2015 5:51 pm

screen3

I started out this MiniLD #56 with the goal of making a retro pixelated renderer (shader) which I have wanted to do for  a long time. The most difficult part though turned out to be coming up with a game that would suit the art style. After some time experimenting with a 3D platformer I decided to go for a 3D Tetris: because 3D and Tetris are two of the coolest things!

It took some time, but I really wanted to get something nice and¬†polished in this retro style (although it’s maybe not used to its full potential in this game).¬†I must say that the work payed off, let’s hope some of you’ll enjoy the game as well!

Play Tretris here: http://ludumdare.com/compo/minild-56/?action=preview&uid=47137

Tumbling Towers: My Final Entry – Recap & What’s Next

Posted by (twitter: @nick_mudry)
Sunday, December 15th, 2013 3:28 pm

The last two days have been crazy. It’s been a while since I’ve worked on a game, and I was nervous about jumping into a game jam while my skills aren’t up to par, but I am extremely proud of myself and what I built.

What did I build? 

Well, I built a game called Tumbling Towers. I’ve come to call it a reverse Tetris/Jenga style game where you receive a random block and you must build up and try to not knock the tower down. The goal of the game is to build as high as you can and score as many points as you can.

Where the theme “You Only Have One” came into play is where you can only build with one of the three materials in the game, and you can only build in one direction (up); (yes, for some reason I instinctively ended my sentence with a semi colon there… the two days of heavy coding must’ve drilled that into my head much, much more.)

Sounds cool, where can I play it? 

There’s a web version hosted on my web server, here. It has links to download the desktop versions. Those links are also on the game page here on the Ludum Dare website.

Who Helped?

It wasn’t just me who worked on the game, I got some late assistance from a good friend of mine, who did some of the art last night. (Just the building blocks). Also, I used a friend’s music he made for the game.

What’s next?¬†

I’m not really sure. I really want to continue the project and make it more clean, pretty, polished, etc. and maybe release it on iOS/Android. A few of my friends have been playing it pretty often and have been enjoying the builds I was sending them, and I think it can be a pretty fun game to play on tablets. It needs some optimization for them, but it can be done. :)

When I decide to jump into doing that has yet to be decided, but maybe early January once I’m done with my One Game a Month project for this month.

If anything, I might use this as a base for a Physics based puzzle game I had an idea for a few weeks ago. It could go hand in-hand with it.

What did I learn?

This is something I want to write down to allow myself to reflect on my skills and learn how to improve next time I work on a game.

Art –¬†Art isn’t my strong suit. I should have found an artist at the beginning. The artist I worked with mid-way through only had enough time to do work for a small bit of the game.

Scope –¬†I applied a rule I made for myself long ago, which was to keep it simple and not go out of scope. For once, I followed the idea of just creating a simple mechanic and working from there. For game jams, this works wonderfully well. Definitely something I’ll consider again next time.

Testers – This was the first time I actively put out builds during a game jam. Twitter friends as well as my personal friends were more than willing to test out the game in it’s early phases, which helped me discover a bug that wasn’t showing on any of my 3 computers. Test early, and test often!

Programming – Holy crap, I programmed this entire thing?! I still don’t believe it. I know C# and Unity, and have made things before, but never completed anything. I consider what I did a completed product, even though it has it’s obvious flaws. This has boosted my morale and while I know I can’t take on a super crazy, out of scope project just yet, I do know I can create simplistic games in Unity 3D.

Unity’s 2D is Really Easy –¬†Oh yeah, Unity has a really easy 2D system. I thought it’d be a bit challenging, but it works extremely well and is easy to pick up. Definitely using Unity’s 2D development tools from now on.

Until next time…

Well, that’s all. Thank you Ludum Dare, and the Ludum Dare community. I made some good friends during this jam that I didn’t expect to make. It’s been fun chatting in the chat rooms, checking out everyone’s live stream, and tweeting with you all while I took breaks and relaxed. I can’t wait for the next one and am happy I finally have a completed project for the Ludum Dare/Jam. :)

Time for me to shameless plug myself: 

If you’d like, please follow me on Twitter. My handel is @AngryFacing.
You can also check out my website, http://mudry.me, which I’ll be updating with game development blogs, and so forth. If you want, you can also check out some of my shipped games and other projects.

Thanks again everyone and see you all next jam! :)

Oh, I recorded myself doing a lot of the development. If I can pull the videos from my Twitch stream, I’ll post a time lapse. :)

Astral Offset – Mini Post Mortem

Posted by (twitter: @bytegrove)
Monday, April 29th, 2013 9:51 am

What the world looks like after too much Vectrex gaming.

Minimalism. Quite a tough theme in my opinion. I tried to come up with an idea that utilised it in gameplay as much as possible, instead of just applying a minimalistic graphical style. ¬†After several scrapped ideas I decided to create a game in which two worlds are visualized at the same time,one being in 3d and one being simple and minimalistic 2d, and in which objects in both worlds could travel between these worlds. I thought about making some kind of puzzle game in which the player could “construct” the 3d world from the 2d representation. But as puzzles are not my strong suit, and feeling the amount of work grow too fast, I decided to condense it down to having an enemy which could travel between the worlds and which had to be destroyed using an object which could be “sent” to the 2d world.

The way I solved it was to have the world in which the player exists to behave a little like the later Animal Crossing games, ie. the world curves abruptly near the screen and in the horizon. While the 2d world(the astral plane) behaves a little like Tetris, and when a 2d representation hits the 3d world it materializes. The player can not move to the 2d world but instead has its position in it represented by a sun-like circle. The player can then use the circle as a marker to interact with the 2d world.

I’m still fond of these ideas and concepts, but I’m not sure how wise they were for me to try to realize in 48 hours. Lots of experimenting were done and a lot of stuff were scrapped, my priorities on what to spend more time on might have been a little skewed as well. And I feel that there are still a lot of stuff missing from the final product, especially in terms of tutorials and visual feedback from actions in order to ease the player into the gameplay. I do feel however¬†that it’s a lot more interesting than my previous entries.

If the game and the concepts seems interesting, give the game a go and tell me what you think! :)

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11939

(Timelapse and more ports coming soon)

Also, there are evil potatoes in the game.

Crystal Towers Beta -Final-

Posted by
Sunday, August 10th, 2008 3:12 pm

Ok here is my final entry. It is far from being polished but I am up for 17 hours 12 of which were programming‚Ķ My brains are messy now ūüėÄ

So no sounds, no bunch of planed effects and sleek interface… And output codes may not be forum friendly… Not time to test and debug but mostly game works.

Also sorry for English don‚Äôt have willpower to go and check if I did some mistakes and ofcourse there are bugs and glitches ūüėÄ

But at least I did everything I wanted from mechanics point of view. Enjoy this game and share bugs and replays here plz.

Image

Links:

EXE file

Browser version

Source FLA and AS files

Well source codes. Half of the time I was waging war with interface which resulted in really messy structure and some bad dependencies. Also I go tired of commenting so I am not shore if it will be of any use to anyone :(

Used Box2DFlashAS3_2.0.1 and some my utilities of my own :)

Pulp Fiction Overdose

Posted by
Sunday, July 6th, 2008 2:46 pm

Here is my final on time entry. It of course is not complete with menu, game over, score, but it is a fully working tetris game with sounds and music and a little easter egg.

hmm how will I place the unicorn this time

Made with C++, SDL and SDL_mixer, it turned out ok. Nothing original so I guess no one would download it but I’ll put it up here just for me to think I made the deadline. My friend seems to think the unicorn shape is a pain but I soon found ways of setting the shapes for the unicorn to fit nicely so I strangely like the shape in the game.

Well it was fun doing this, shame my birthday is 9th august so I wont be in the next one. Would like to make something original next time. Maybe the time after that. Any feedback is appreciated also.

I don’t have a site so I’m using this free host, should work fine though: DOWNLOAD win

Sheep Strike

Posted by (twitter: @mikekasprzak)
Monday, November 26th, 2007 10:09 am

Ludum Dare #2, theme Construction/Destruction and Sheep. My game, Sheep Strike. Sheep Strike is a 2 phase game. In the first phase, you construct using Tetris blocks, a defensive barrier to protect the baby wolves. Occasionally getting guns as well. In the 2nd phase, using your guns, you’d defend the base from a bombardment of sheep coming from the sky.

The game scored a Silver in the Theme category.

Sheep Strike

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