IrrLicht Tetris v0.9.5 (alpha)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

How helpful is the code+documentation?

Double-Plus Good
4
44%
Good
3
33%
Bad
2
22%
Double-Plus Bad
0
No votes
 
Total votes: 9

keless
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Location: Los Angeles, California, USA

IrrLicht Tetris v0.9.5 (alpha)

Post by keless »

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? :wink: ).

http://www.skyesurfer.net/keless/IrrLicht/tetris/
Last edited by keless on Sun Jan 11, 2004 8:12 pm, edited 5 times in total.
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niko
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Post by niko »

Cool, another 2d game made with irrlicht. Makes fun, the smooth moving of the blocks is nice. :)
Xceptian

Hi...

Post by Xceptian »

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.....!!!!!!!!!!!!!!!
keless
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Location: Los Angeles, California, USA

because you asked for it

Post by keless »

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 :oops:

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.
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niko
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Re: because you asked for it

Post by niko »

keless wrote:and do some really crazy effects (which is what I will do after v1.0).
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
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Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

(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!
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keless
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Update

Post by keless »

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 :wink: )
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niko
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Re: Update

Post by niko »

keless wrote:the person who voted 'bad' in the 'how helpful is this code' poll--
What was bad about it?
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. :shock:
keless
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Location: Los Angeles, California, USA

Post by keless »

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.
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keless
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Post by keless »

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 ;) )
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keless
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v0.9.3a

Post by keless »

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/
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niko
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Post by niko »

I found a bug in the latest version:

Image

I think i wanted the blue block to fall down fast, and rotateated it during the fall. It came then to stop in the middle of the screen, and was splittet in the left and right blocks. :)
keless
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Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

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 :oops:

Anyhow, thanks for posting. If there are any other bugs, especially GUI bugs, I'll definately squash them before the next version.
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keless
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v0.9.4a

Post by keless »

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.
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Boogle
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Post by Boogle »

Hey Keless.. small recommendation for your game: set it up so the piece only rotates once per button press. Currently I have to do quick stabs at the keyboard in order to ensure the piece rotates in a controlled fashion. If I hold it down too long the resulting rotation is essentially random.
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