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OffTopic > Lockjaw

#114024 - keldon - Wed Jan 03, 2007 12:26 am

Amazing!!! Hope you don't mind me cloning that in java, i need to make a game quick for tomorrow. Tetris I can etch up pretty quick, and I think I could knock out the task in 3 hours; only problem is that I have a sprained wrist, but I feel a blog coming on ^_^

#114048 - tepples - Wed Jan 03, 2007 5:58 am

keldon wrote:
Amazing!!! Hope you don't mind me cloning that in java, i need to make a game quick for tomorrow. Tetris I can etch up pretty quick

Have you decided on a rotation/lockdown system? Do you want to implement something as customizable as the newer Lockjaw Engine, or do you want to stick with the fixed function of the Carbon Engine that powers TOD?
_________________
-- Where is he?
-- Who?
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-- I think he moved to Tilwick.

#114051 - keldon - Wed Jan 03, 2007 8:22 am

I was thinking about that one lastnight, I think I will make a fixed version with room for developing it into a more customizable system. Classic [gameboy] rotation and lockdown for now.

Tepples wrote:
By emulating the "mode 7" technique (mode 1 or 2 of GBA), right?

Well I could (if I wanted) merge this with my java 3d software rendering engine; recode/code texture mapper. I will decide how I will achieve this after I have the tetris engine.

#114169 - keldon - Thu Jan 04, 2007 9:22 pm

In regards to timing, what does softdrop= 1/3G mean? I was under the assumption (based on what 20G means) that the tetronimo drops 1/3 blocks per frame! Should that instead be the other way around as 3/1 or am I missing something?

#114177 - tepples - Thu Jan 04, 2007 11:43 pm

keldon wrote:
In regards to timing, what does softdrop= 1/3G mean? I was under the assumption (based on what 20G means) that the tetronimo drops 1/3 blocks per frame! Should that instead be the other way around as 3/1 or am I missing something?

In falling block game engines that handle only integer positions of game pieces, such as the engines of Tetris for NES and Game Boy and TOD for PC and GBA, dropping 1/3 block per frame means dropping 1 block every 3 frames, where a countdown variable stores the number of blocks left before the next downward motion.

In falling block game engines that use fixed-point coordinates for the game piece, such as those of Klax, Super Puzzle Fighter II, and The New Tetris, 1/3 means 1/3 of a cell every frame.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#114185 - keldon - Fri Jan 05, 2007 1:38 am

Oh, I did have the right timing; it just didn't feel like it - I haven't played tetris for a very long time! And well the tetris side of things are all handled and ready for the gameboy timing. EDIT: well I did play tetris last year when I made a c# version of it, it started off as a testing session and ended up being me playing it for an hour or two.

So there are only two main tasks: creating the 'drug effects' and [later] rewriting some of the interfaces to allow for colours and other attributes; it is very cut down and geared to recreate the gameplay and provide enough information for me to be able to have a fully working game that outputs its graphics.

Ahh, just found the scoring system. And I think I will be implementing the 'bag' concept.