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DS Misc > Suomitetris DS

#92703 - aitotat - Fri Jul 14, 2006 4:27 pm

I made a small Tetris clone called Suomitetris DS.

It's my first NDS game and i made it to practice C++. Suomitetris DS has no new ideas and it is just a simple Tetris clone but i hope you'll like it anyway.

http://kotisivu.dnainternet.net/ttilli/Suomitetris_DS/main.htm
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#92705 - thundrestrike - Fri Jul 14, 2006 4:29 pm

looks nice
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popcorn

#92719 - 0xtob - Fri Jul 14, 2006 5:10 pm

Nice game, looks and feels really good! And I really like the animation/sound for disappearing lines. The touch screen controls are a nice addition.

Also, the source code looks very clean and is well-documented, which makes it a good example for learners.

I personally only missed key repetition, i.e. when I keep the D-Pad pressed to the right, the brick should move one unit to the right, pause for one tick, and then movefurther until it reaches the border / an obstacle. Also, I would like to be able to customize the controls to make it feel more like Tetris DS.

Overall, I think it's a nice homebrew game, especially for a first release. So, keep it up!

Tob

#92784 - D-loader - Fri Jul 14, 2006 11:04 pm

That is, indeed, a very nice first release

Thanks for providing the sourcecode, its really a great help for people like me, trying to learn more about C++ =)

#92811 - tepples - Sat Jul 15, 2006 12:33 am

Please do not use the six letter string "tetris" as part of the name of your homebrew game. It's like calling any random cola "Pepsi".

EDIT1: Nice fades in the title screen. However, I still have some constructive criticism, in decreasing order of severity:
  1. Control issue: Up and A are swapped.
  2. Control issue: No down auto repeat.
  3. Game logic issue: T rotates clockwise while L and J rotate counterclockwise. All tetrominoes should support both directions consistently.
  4. Control issue: No DAS (sideways autorepeat).
  5. Graphics issue: The tetrominoes are in confusing colors. Your game shows a pink Z and a cyan S, while since 1999 the standard has been green S and red Z.
  6. Graphics issue: High score font capital letters seem to be drawn one pixel down from where they belong.

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-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#92946 - HyperHacker - Sat Jul 15, 2006 9:26 pm

tepples wrote:
Graphics issue: The tetrominoes are in confusing colors. Your game shows a pink Z and a cyan S, while since 1999 the standard has been green S and red Z. [*]Graphics issue: High score font capital letters seem to be drawn one pixel down from where they belong.

You don't want him to call it Tetris, but you want him to make everything exactly the same as Tetris?
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#92954 - tepples - Sat Jul 15, 2006 11:07 pm

Calling it Tetris is a legal issue, while behaving like Tetris is a game play issue. A lot of us have Tetris DS, and we don't want playing a tetris-clone to screw up our Real Tetris? skills and push our Wi-Fi ratings down by a few hundred points. But you're right that in the scheme of things, #5 isn't important.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#93300 - Scorpei - Tue Jul 18, 2006 12:42 pm

Finland tetris, nice name :P.

Maybe you should switch to Suomitris?

#93302 - dualscreenman - Tue Jul 18, 2006 1:14 pm

A very nice game. This is what I'd change:

1. I would not have the tiles instantly zap down into position when you touch the, erm "go down button". I would have it just go really fast.

2. I would like to have the option of turning the tetris piece the other way.

3. When changing backgrounds, I'd have the background fade out, and the new background fade in.
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dualscreenman wrote:
What about Gaim DS? Gaim pretty much has support for all IM programs.
tepples wrote:
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!"

#93305 - Scorpei - Tue Jul 18, 2006 1:39 pm

O, I also found a small bug (I think).
When pressing down repetivly very often the block also moves to the left.

#93444 - MrD - Wed Jul 19, 2006 4:37 am

tepples wrote:
Calling it Tetris is a legal issue, while behaving like Tetris is a game play issue. A lot of us have Tetris DS, and we don't want playing a tetris-clone to screw up our Real Tetris? skills and push our Wi-Fi ratings down by a few hundred points. But you're right that in the scheme of things, #5 isn't important.


Would calling it a factually correct name such as 'Game similar to Tetris', or 'Tetrisesque' be wrong?
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#93517 - aitotat - Wed Jul 19, 2006 5:21 pm

Thanks for all the feedback.

Here is new and hopefully better version:

Version 1.1
Controls are now customizable
Added auto repeat for moving left/right and soft drop
There are now two rotate buttons: clockwise and counter clockwise rotate

http://kotisivu.dnainternet.net/ttilli/Suomitetris_DS/main.htm
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#93574 - tepples - Wed Jul 19, 2006 11:07 pm

"Tetris clone" and "Tetrisesque" seem to be OK as long as the game's title itself doesn't sound too much like "Tetris". (Yes, I plan to rename TOD as of the next release.)

EDIT: Gameplay is much improved. I'm looking through the source code.

EDIT^2: 87,000 on my first try of this build.

Another thing I noticed is that all the pieces except O seem to start out one space to the right of where they "should" according to my intuition.

Based on what I have read of the source code, your game uses the older memoryless randomizer instead of the newer "bag" randomizer that generates a random permutation of all 7 pieces at once before repeating any. It's a valid game design decision; I just wanted to mention that I noticed it. From GameLevel.cpp:123:
Code:
BrickType brickType = (BrickType) (rand() % 7); // brickType = 0...6

I saw no provision for a hold piece or ghost piece. That was intended, right?

It would be nice if there were a sound for moving the piece sideways. This would give the autorepeat a bit more feedback, allowing for faster, more secure play.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#93611 - dualscreenman - Thu Jul 20, 2006 1:49 am

Bah, my first try was 72839. >:(

I liked the customizable controls. Good move.

I *do* have some input on the high score screen, however.

- I think the key that you are touching should light up a different color, so you have visual feedback that you are depressing it.

-The font for the high scores should be darker in my opinion. The current background makes the score hard to read.

The backgrounds throughout the game, however, are actually very nice.
_________________
dualscreenman wrote:
What about Gaim DS? Gaim pretty much has support for all IM programs.
tepples wrote:
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!"

#93613 - tepples - Thu Jul 20, 2006 1:53 am

It'd also be nice if the keyboard screen would show the current line of text that the player is entering, so that the player doesn't have to keep looking up and down.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#93912 - dualscreenman - Fri Jul 21, 2006 11:32 pm

Whoa, I had a different save on SRAM when got to the high score screen, and suomitetris read part of it and displayed garbage for high scores, heh. You might want to have a sort of save signature that is written so a suomitetris save can be identified form a different game's save.

I also noticed that the click sound that occurs when a tetrimineo (sp?) hits the floor is slightly off. Not really imperative, but slightly annoying in my opinion.

Saving custom controls to SRAM would be neat as well.

This is a promising tetris clone, keep up the good work!
_________________
dualscreenman wrote:
What about Gaim DS? Gaim pretty much has support for all IM programs.
tepples wrote:
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!"

#93955 - tepples - Sat Jul 22, 2006 2:25 am

Ability to save high scores and controls to GBAMP, or at least defaulting the controls to those of Tetris DS (up=hard drop, B=rotate left, A=rotate right), would be appreciated too.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#94047 - aitotat - Sat Jul 22, 2006 6:22 pm

dualscreenman wrote:
You might want to have a sort of save signature that is written so a suomitetris save can be identified form a different game's save.


There is already save signature. There is probably a bug somewhere if it didn't work.

dualscreenman wrote:
Saving custom controls to SRAM would be neat as well.


Controls are already saved to SRAM.
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