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Work in Progress / Blocks

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Jimpo
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Posted: 24th Dec 2007 01:36
With time off for the holidays, I wanted to make a little game to play. The concept: Blocks fall from the top of the screen, and the player must stack them based on color. When you stack two of the same color on top of each other, they disappear allowing the player to get at the blocks underneath.


The game is very rough around the edges right now; I've just got the basic framework setup. The background is a placeholder and the blocks are made by David Gervais. I'm planning on adding a versus mode, but right now it seems the players will never lose. Maybe I'll think up some powerups?

Attached is what I have so far.

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Virtual Nomad
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Posted: 24th Dec 2007 03:53 Edited at: 24th Dec 2007 03:57
is it supposed to go so fast? after ~10 seconds, it becomes unplayable due to drop speed.

edit: the number in the top left corner = FPS? i'm at about 1500. so, maybe you're not using timer-based movement + sync rate 0 that would cause it to go so fast, so soon?

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Jimpo
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Posted: 24th Dec 2007 20:28
Quote: "the number in the top left corner = FPS? i'm at about 1500."

Yes, that number is FPS, and wow your computer runs fast!

Quote: "is it supposed to go so fast? after ~10 seconds, it becomes unplayable due to drop speed."

I was testing out several drop speeds and I might of uploaded the wrong one. Can you download the update and tell me if it goes too fast?

Update:
Adjusted speed
AI Opponent


The better you do, the faster your opponents blocks fall. I'm still trying to decide on ways to make it more difficult for the other player, while helping yourself.

Attached is the update.

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RUCCUS
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Posted: 24th Dec 2007 21:52 Edited at: 24th Dec 2007 21:52
You should be constantly changing the speed that the blocks move at based on the framerate, each cycle.

Search Delta Time for information.

Virtual Nomad
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Posted: 24th Dec 2007 22:11 Edited at: 24th Dec 2007 22:52
well, it's slightly playable now. still pretty damned quick (really way to quick to be fun)... i lasted 20-30 seconds this time.

you should consider timer-based movement so it's consistant on any computer than runs your program. my computer is pretty much the low-end around here, so...

edit: do as ruccus states as far as timing; he'd know better than i would. it sounds like a dynamic movement rate, which would be nice. (i just don't want to confuse you as far as how you go about "fixing" this little gem )

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Lucifer
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Posted: 25th Dec 2007 17:37
in the second version you sent in, as soon as the first box hits the ground, it gets unplayable for me, it's just to fast. i lasted out a little longer in the first version but eventually it got to fast, i'm getting around 4900 fps.

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Jimpo
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Posted: 25th Dec 2007 18:38
@ Everyone - I should have mentioned after the first post, but the game was frame rate independent from the start. I guess my movement speedup was just way off line.

Update:
I've completely redid the fall speed. Now there is a speed bar which both players share. Every time you successfully stack two blocks, the flame moves one step closer towards the opponents side of the bar. This makes it easier to come back to the starting speed, as just one correct stack will save you.

Also, pressing space bar will lock/unlock the fps at 60. Please tell me if there is any difference in game speed.

Update is attached.

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nackidno
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Posted: 25th Dec 2007 21:15
It's quite empty but it's a nice game, runs at 10049 FPS.

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Virtual Nomad
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Posted: 27th Dec 2007 05:32 Edited at: 27th Dec 2007 05:46
the 60 fps option now makes it more playable (or i'm just getting a bit more familiar with the game). it (still) does get to that "unplayable" state, though. and, fairly quickly. i'd reconsider the logic you've installed with regard to how much faster it goes, and how soon. challenge = fun. weld me to a wall and tell me to dodge 1,000 knives all at once <> fun.

i'd also appreciate a tweak to the left/right movement to make it slightly slower. i'm kinda sliding all over the place; over-shooting the column that i want to be in and having to back up a step or 2 a lot of the time. it makes the controls themselves more of a challenge than the block-matching. oh, also, those 2 blue colored blocks are pretty similar. not too much to differentiate the 2. it's pushing the line between an obstacle/challenge, and outright cruelty. heh. then again, my eyes ain't what they used to be. <shrugs>

edit: well, i went and changed one of the blue blocks to purple. don't know why i didn't think of doing it before... attached, if anyone has the same preference.



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Jimpo
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Posted: 28th Dec 2007 19:49
Quote: "It's quite empty but it's a nice game"

Thanks! I'm getting the basics down first before I add in more exciting features.

@ Virtual Nomad - Thanks for helping me balance out and improve the game. Hopefully you can get a chance to test the newest update.

Update:
Cut movement speed in half
Slowed left/right speed
Added Virtual Nomad's purple block
Added flaming blocks

Every now and then a flaming block falls. These fall fast and are hard to place quick enough, but if you manage to stack one on top of a block of the same color, the speed bar moves twice as far in the opponents direction.

I've attached the latest version.

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Virtual Nomad
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Posted: 29th Dec 2007 02:18 Edited at: 29th Dec 2007 04:07
a lot more "playable" now. thanks for the left/right & drop speed tweaks.

i do appreciate the flaming blocks! nice addition. but i wonder if the power "up" is more of a power "down" (it was kinda presented as good thing to match them). matching the flaming block gives your opponent opportunity to get more blocks matched in less time. so, i do better (stay ahead on the flaming "tug-of-war" score bar) if i make sure and NOT match the flaming block. the only time i'd match it is if i felt the need to get to the block below it. this is not a bad thing, though (i just think it had the opposite result than was intended). it definitely adds a little "strategy" to the play.

things are coming along nicely, jimpo. keep it up!

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Jimpo
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Posted: 2nd Jan 2008 22:11
Quote: "so, i do better (stay ahead on the flaming "tug-of-war" score bar) if i make sure and NOT match the flaming block. the only time i'd match it is if i felt the need to get to the block below it."

The flaming blocks were mainly intended to get in the way of your stacking. I wanted a positive and negative aspect to it.

Update:
Changed the background thanks to Virtual Nomad
Every 30 seconds, players gain a new row of blocks
Bonuses - When you stack two "!" blocks on top of each other, a random bonus is added to the waiting tray in the center. The arrow in the center points towards the player who receives the next bonus.


There are three bonuses right now:
Add 6 blocks
Remove 6 blocks
Next 4 blocks are flaming blocks

I plan to add more if I can think of some. Update is attached.

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Virtual Nomad
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Posted: 3rd Jan 2008 01:58
really digging the new elements added; especially how the blocks bounce/fall outta the play area when connected. definitely adds dimension to it all. keep up the good work, jimpo

btw, when will our ears be as happy as our eyes? ie, anything in the works re: sound yet?

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Aaron Miller
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Posted: 5th Jan 2008 00:10
Power Ups:
You should add time control (For faster or slower), a nuclear bomb (To clear all your blocks), a stone-block powerup (Which will turn all the opponents blocks to stone for 4 turns, making any blocks that the opponent gets unable to be used efficiently), and a water-defense powerup (Which would make the next flame you get "run away" to the other opponent, keeping you safe )

Cheers,

-naota

With any luck you'll be able to turn a fully functioning program to a crashing program with just a little bit of coding.
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Roxas
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Posted: 5th Jan 2008 00:16
When done convert to DS


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Jimpo
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Posted: 12th Jan 2008 19:46
I haven't had any time to work on Blocks this week. But I'll get back to the project soon, and hopefully finish it up.

Quote: "You should add time control (For faster or slower), a nuclear bomb (To clear all your blocks), a stone-block powerup (Which will turn all the opponents blocks to stone for 4 turns, making any blocks that the opponent gets unable to be used efficiently), and a water-defense powerup"

Hey, those are some good ideas. How did I not think of a bomb before? I'll definitely add in some of those.

Quote: "When done convert to DS "

As cool as that would be, I can't do it with DBP alone.

Roxas
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Posted: 12th Jan 2008 19:48
Quote: "As cool as that would be, I can't do it with DBP alone."


If it becames open source i can try to convert to C++ <_<


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