IrrLicht Tetris v0.9.5 (alpha)
IrrLicht Tetris v0.9.5 (alpha)
I am developing Tetris as a demo of the IrrLicht engine.
The project is currently in stable alpha. I've got a working game, but no sound/good graphics/score keeping, etc. There is also one tiny bug (can you find it? ).
http://www.skyesurfer.net/keless/IrrLicht/tetris/
The project is currently in stable alpha. I've got a working game, but no sound/good graphics/score keeping, etc. There is also one tiny bug (can you find it? ).
http://www.skyesurfer.net/keless/IrrLicht/tetris/
Last edited by keless on Sun Jan 11, 2004 8:12 pm, edited 5 times in total.
a screen cap is worth 0x100000 DWORDS
Hi...
keless,
Hi...the bug is.....falling block sometimes is outside the right boundary.
May I ask a question? You use Dev C++ to make this game? Or use Visual Studio Net to make this game? Thanks.....
niko,
Hi....since Dev C++ is a freeware and Irrlicht Engine is also a freeware. If many good games are made with these two softwares, I think that many many people will learn how to make computer games with Irrlicht Engine and Dev C++..Sure!!!!!!!!!!!!!!!!!!!!!
Yes....thanks for your EXCELLENT engine.....!!!!!!!!!!!!!!!
Hi...the bug is.....falling block sometimes is outside the right boundary.
May I ask a question? You use Dev C++ to make this game? Or use Visual Studio Net to make this game? Thanks.....
niko,
Hi....since Dev C++ is a freeware and Irrlicht Engine is also a freeware. If many good games are made with these two softwares, I think that many many people will learn how to make computer games with Irrlicht Engine and Dev C++..Sure!!!!!!!!!!!!!!!!!!!!!
Yes....thanks for your EXCELLENT engine.....!!!!!!!!!!!!!!!
because you asked for it
Here is the cleaned up code, with lots of comments and heavily documented (read the readme.txt)
http://www.skyesurfer.net/keless/FuzzPo ... 0.9.1a.zip
there was a minor improvement, thus the .1 -- its in the readme
This .zip contains DevCpp and MSVC.NET project files.
Xceptian: I know this, it is what I am currently working on before 1.0
Niko: technically it is 3d, you'll even notice the a slight perspective shift in the falling blocks from left to right. I have made this code clean and modular-- it uses custom scene nodes to draw its datastructures, so you can write your own CSNs and do some really crazy effects (which is what I will do after v1.0). Look forward to this! PS: thanks for a great engine.
http://www.skyesurfer.net/keless/FuzzPo ... 0.9.1a.zip
there was a minor improvement, thus the .1 -- its in the readme
This .zip contains DevCpp and MSVC.NET project files.
Xceptian: I know this, it is what I am currently working on before 1.0
Niko: technically it is 3d, you'll even notice the a slight perspective shift in the falling blocks from left to right. I have made this code clean and modular-- it uses custom scene nodes to draw its datastructures, so you can write your own CSNs and do some really crazy effects (which is what I will do after v1.0). Look forward to this! PS: thanks for a great engine.
a screen cap is worth 0x100000 DWORDS
Re: because you asked for it
Nice idea. Wow, this really opens lots of possibilities for special effects, never seen before in tetris clones. looking forward to the full game.keless wrote:and do some really crazy effects (which is what I will do after v1.0).
(Un)Fortunately, I have been offered a paying gig with a 1mo deadline, so I will not be able to start coding my Tetris improvements right now, as I had hoped.
If anyone creates their own improvements, please let me know and share the wealth.
BTW: the 'gig' is implementing Ninja Gaiden on a BREW cell phone for a cell phone game company. And we're talking the original name brand, with 100% authentic graphics, etc. w00t!
If anyone creates their own improvements, please let me know and share the wealth.
BTW: the 'gig' is implementing Ninja Gaiden on a BREW cell phone for a cell phone game company. And we're talking the original name brand, with 100% authentic graphics, etc. w00t!
a screen cap is worth 0x100000 DWORDS
Update
The links previously posted to the binary and source .zips are no longer valid. I have moved them into their own project webpage here:
http://www.skyesurfer.net/keless/IrrLicht/tetris/
the page is a little bit bare at the moment, but its got what you need, and I'll pretty it up in a couple of days.
Also: to the person who voted 'bad' in the 'how helpful is this code' poll--
What was bad about it? How can I make this a better resource for you?
(If you dont want to post and reveal your identity, you can just private message me )
http://www.skyesurfer.net/keless/IrrLicht/tetris/
the page is a little bit bare at the moment, but its got what you need, and I'll pretty it up in a couple of days.
Also: to the person who voted 'bad' in the 'how helpful is this code' poll--
What was bad about it? How can I make this a better resource for you?
(If you dont want to post and reveal your identity, you can just private message me )
a screen cap is worth 0x100000 DWORDS
Re: Update
Maybe he misclicked. I took a short look at the code and - as much as I can see - it is very clean and clear, and the best: the documentation is very good. Impressive. The only thing is that it may be a little bit confusing at the beginning because of the huge amount of source and header files, but thats just ok, keep on coding this way, very nice! When the game is done, maybe it will become one of _the_ reference example games of the engine because of the the great documentation and code.keless wrote:the person who voted 'bad' in the 'how helpful is this code' poll--
What was bad about it?
Yes, I think I should organize the source files better by putting them in sub-directories (currently I have the files listed in subfolders inside the DC and MSVC project trees). When I eventually add image files, I will definately be doing this.
Also, the game state class heirarchy may be a little confusing at first, as well as the seperation between blob data and blob scenes. I tried to explain these as best I could. They really are the best way to do it, as modifying them has been very easy. I think this is one of the cleanest and best projects I've written (code-wise).
I plan on making some modifications to make the game more fun, and Ill be releasing the source code as I go for anyone following along, but without the same quality of documentation in 0.9.1 -- once its to another good level, I will stop and write out good documentation and publicise it again.
BTW, thanks for linking to the project page, Niko. And I'd be honored if the game could become one of the standard reference examples.
Also, the game state class heirarchy may be a little confusing at first, as well as the seperation between blob data and blob scenes. I tried to explain these as best I could. They really are the best way to do it, as modifying them has been very easy. I think this is one of the cleanest and best projects I've written (code-wise).
I plan on making some modifications to make the game more fun, and Ill be releasing the source code as I go for anyone following along, but without the same quality of documentation in 0.9.1 -- once its to another good level, I will stop and write out good documentation and publicise it again.
BTW, thanks for linking to the project page, Niko. And I'd be honored if the game could become one of the standard reference examples.
a screen cap is worth 0x100000 DWORDS
So, I started writing my first specialized pile renderer. It shakes the screen when a line is completed. Pretty nifty effect.
Anyhow, it looks like I wont be able to spend much time on this because of Ninja Gaiden, but here is what I hope to do:
1) write basic score keeping and level-of-difficulty code
2) write high-score loading/saving
3) clean up the code and fully document everything
--
4) I think after 3, it might be a good idea to start a contest! let everyone take the source code and modify it to make it more fun. Since you're starting with a working game already, you'll definately have a working game no matter how far you get, and I think some people here can get some really cool stuff done! For instance, it should be super easy to add textures, sound, and eye candy such as particle systems. I think everyone on the forums would be able to participate in this. What do you think?
Of course, contests suck without prizes, so I'll have to see what I can do about that. If I start working for EA soon, perhaps I'll even be able to snag a few PC titles? Otherwise, perhaps I can convince myself to part with my copy of Might and Magic 9 for the PC (even though I have only completed 90% of it, and its a fun game! -- I have too many already )
Anyhow, it looks like I wont be able to spend much time on this because of Ninja Gaiden, but here is what I hope to do:
1) write basic score keeping and level-of-difficulty code
2) write high-score loading/saving
3) clean up the code and fully document everything
--
4) I think after 3, it might be a good idea to start a contest! let everyone take the source code and modify it to make it more fun. Since you're starting with a working game already, you'll definately have a working game no matter how far you get, and I think some people here can get some really cool stuff done! For instance, it should be super easy to add textures, sound, and eye candy such as particle systems. I think everyone on the forums would be able to participate in this. What do you think?
Of course, contests suck without prizes, so I'll have to see what I can do about that. If I start working for EA soon, perhaps I'll even be able to snag a few PC titles? Otherwise, perhaps I can convince myself to part with my copy of Might and Magic 9 for the PC (even though I have only completed 90% of it, and its a fun game! -- I have too many already )
a screen cap is worth 0x100000 DWORDS
v0.9.3a
I have implemented a Difficulty level, along with difficulty level selection in the options menu.
It dictates the rate at which blocks fall. Working on score next, and automatic level ups when certain scores are reached.
As always, get the latest from: http://www.skyesurfer.net/keless/IrrLicht/tetris/
It dictates the rate at which blocks fall. Working on score next, and automatic level ups when certain scores are reached.
As always, get the latest from: http://www.skyesurfer.net/keless/IrrLicht/tetris/
a screen cap is worth 0x100000 DWORDS
yeah, there are two bugs (listed in the readme.txt):
*rotations sometimes happen where part of the block is outside (what u did)
*if you hold down and left (and/or maybe right?), sometimes blocks will lodge themselves into pile blocks improperly
Also, you cant slide blocks in at the last second yet, though I plan on making this possible.
Right now these arent the highest priority for me to fix (though i've already tried), because I want to get levels/highscore in, its definately playable even with these bugs and, I suck at colllision detection. I really do
Anyhow, thanks for posting. If there are any other bugs, especially GUI bugs, I'll definately squash them before the next version.
*rotations sometimes happen where part of the block is outside (what u did)
*if you hold down and left (and/or maybe right?), sometimes blocks will lodge themselves into pile blocks improperly
Also, you cant slide blocks in at the last second yet, though I plan on making this possible.
Right now these arent the highest priority for me to fix (though i've already tried), because I want to get levels/highscore in, its definately playable even with these bugs and, I suck at colllision detection. I really do
Anyhow, thanks for posting. If there are any other bugs, especially GUI bugs, I'll definately squash them before the next version.
a screen cap is worth 0x100000 DWORDS
v0.9.4a
Added score keeping, and level ups.
(when you reach 'next level' score, the level of difficulty increases, and the blocks fall faster)
Also, I have moved the source files into sub directories, so its less daunting than one giant directory with all the files.
Next I will implement HighScore, and then clean up and document the code. After which, I will start asking people if they're interested in a programming contest.
(when you reach 'next level' score, the level of difficulty increases, and the blocks fall faster)
Also, I have moved the source files into sub directories, so its less daunting than one giant directory with all the files.
Next I will implement HighScore, and then clean up and document the code. After which, I will start asking people if they're interested in a programming contest.
a screen cap is worth 0x100000 DWORDS