TETRIS

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Kilo
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Re: TETRIS

Post by Kilo » Thu Jan 03, 2013 6:33 pm

hm, I have nothing found in relation of the back-to-back anim...

well... it's your code :)
For my version I deleted all T-spin, garbage and back-to-backk features to keep the flash small!
Maybe you could modify the code better and take the features back!

it's also puzzling how the score is counting... In the code there is: 1 line cleared = 100 points
but in the game there will be 2000 points
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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uze6666
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Re: TETRIS

Post by uze6666 » Thu Jan 03, 2013 6:54 pm

For my version I deleted all T-spin, garbage and back-to-backk features to keep the flash small!
Mhmmm...so to make it a more distinct game why not also change the main background and other graphics?

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Kilo
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Re: TETRIS

Post by Kilo » Thu Jan 03, 2013 7:00 pm

yeah that might be a solution!
well, as I used the "new" background (although the graphics were not much changed), the size has increased! :roll:
So it's not only the code... it's also the graphics which load the flash!

Please look after the code, I will look after the graphics :)
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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uze6666
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Re: TETRIS

Post by uze6666 » Thu Jan 03, 2013 8:33 pm

Why do you want to have the code smaller btw? Already fits with the gameloader... :?:

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Kilo
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Re: TETRIS

Post by Kilo » Fri Jan 04, 2013 10:13 am

well, when I edited the main picture, the size increased extremely (only of the pic)
and the flash was over 97% full!
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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uze6666
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Re: TETRIS

Post by uze6666 » Fri Jan 04, 2013 4:46 pm

Yeah size grows up fast. Be sure to turn up the grid feature in your gfx program and insure you constrain pixel to the least tiles possible. Working with mode 1 is tricky since you'd require a 6x8 grid and and only square grid are supported by most graphics software.

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Kilo
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Re: TETRIS

Post by Kilo » Fri Jan 04, 2013 5:16 pm

So, I could make really new graphics to be different to Megatris!
The question is: retro graphics like the old Gamboy Tetris or newer ones like the new Tetris for the PSPgo?!?!?!
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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Kilo
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Re: TETRIS

Post by Kilo » Sun Jan 06, 2013 2:33 pm

Ok guys,

here is the new version of TETRIS with all bonus features like T-Spin, Tetris and Back-to-back!

The graphics are like megatris!
Attachments
Tetris.uze
(59.49 KiB) Downloaded 127 times
Tetris.hex
(165.95 KiB) Downloaded 128 times
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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Kilo
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Re: TETRIS

Post by Kilo » Sat Dec 15, 2018 4:00 pm

I add a new entry on the Wiki page for Tetris!
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!

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D3thAdd3r
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Re: TETRIS

Post by D3thAdd3r » Sat Dec 15, 2018 4:50 pm

I really dropped the ball on the AI, where I think that was actually a good feature to have in Megatris and I never finalized it. Alec had optimized the title screen graphics for size which saved big space(for AI code). If the size increased that much from that title screen, I would wonder how many unique tiles were added. For instance, it probably takes me a couple hours or much more more just to make a totally final title screen, depending on complexity. Nearly all that time is finding the best tradeoffs for the grid(6×8 here) versus what the unique tiles add.

A new version of Tetris is a good idea. It would definitely be nice to see some new graphics, sounds, etc. to differentiate it a bit.

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