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Kejardon
06-29-2004, 5:16 PM
... Not finished yet. >_>
However, in the interests of finishing this map as soon as possible, keep bugging me if I don't update this thread.


CURRENT PROGRESS:
Briefing: DONE
Terrain: 99% done (one small thing I need to fix in StarForge)

Triggers
Startup: 90% done (Need a bit of help here; How do you detect if someone casts Disruption Web somewhere?)
Music: 99% done (Doesn't loop perfectly, yet. May also mess with a few other things)
Spawning Pieces: DONE
Falling: DONE
Landing: DONE (as of three minutes ago)
Lines: Semiplanned, not quite sure how difficult it'll be.
Add lines to other fields: A bit planned, I'm worried that this will be a nightmare... But I'll manage.
Loss: Planned, switches ready, needs only a few triggers.
Win: Triggers finished, untested

Human interaction:
Move up/down: Fully planned, needs a few triggers and locations. (Pieces will fall sideways for my convenience)
Instantly Fall: Semiplanned, will take some work, I think. Won't be difficult, mostly just time consuming
Rotation: Fairly well planned, will take a lot of triggers.

Other:
Triggers for P1 only so far. Will need to copy/edit a ton for P2-4, but I'm pretty sure the triggers won't interfere with eachother.

If anyone wants to see it, just catch me on USWest sometime (my handle is Kejardon). I'm on most of the time (whether that's a good thing or not). Though I'll be gone for the next hour or so.

Kejardon

Kejardon
07-01-2004, 12:10 AM
What, is nobody interested in this? So much for peer pressure. >_>

CURRENT PROGRESS:
Briefing: DONE
Terrain: DONE
Triggers
Startup: DONE
Music: 99% done (Doesn't loop perfectly, yet. May also mess with a few other things)
Spawning Pieces: DONE
Falling: DONE
Landing: DONE
Lines: Planned.
Add lines to other fields: Not worked on
Loss: DONE
Win: Semi-tested, still a few things to doublecheck (for one, I have yet to play with multiple people)

Human interaction:
Move up/down: Triggers started.
Instantly Fall: Basically done. I may mess with it, it isn't actually instant (though I could make it instant with some effort)
Rotation: Not worked on

Other:
Triggers still for P1 only. ALSO: Messing with the controller unit, the civilian I had just wasn't working correctly. (Stupid AI... if you need to go to the bottom right corner, your first step should not be to the left!)

UED77
07-02-2004, 1:44 PM
Not to let you down or anything, I'm sure you are putting a lot of effort into this, but Blizzard had already made a map like this in 2000. It's called "Firing Line", but it's basically tetris with a catchy name. I'm not posting this to ruin your day, but I wanted to notify you that the triggers for the movement of the pieces are incredibly complex, and this could take you a LONG LONG time.

Anyway, if you wish to check out their map, click this link. http://www.battle.net/scc/OS/motm2000.shtml#firingline

UED77

Kejardon
07-02-2004, 2:06 PM
That was a horribly inefficient map done with brute force and little skill. :P
The controls were pretty annoying, too.

Don't worry, I'm perfectly capable of handling the triggers (and doing things much better than that). The only area I'll have to rely on brute force is rotating the pieces, which is why I think it'll take me a while.
As for maps taking a long long time, don't all original, high quality maps? >_>

Nozomu
07-02-2004, 5:57 PM
Tetris is an original idea? I thought it was invented in Russia in the '80s... I have an original idea, too: Super Mario Bros. THE STARCRAFT MAP. Holy crap that sounds awesome. And it's completely original.

Kejardon
07-02-2004, 6:02 PM
Original isn't *quite* the word I was looking for, sorry. >_>
I mean, maps that haven't already been done 200,000 times on SC (Simple nuke maps, most mass maps, most defense maps, a lot of bounds, etc.). Basically, a map that you'll have to experiment in because you can't copy someone else's triggers/tricks.

Nozomu
07-03-2004, 12:44 AM
Nah, I'm a jerk for jumping all over you like that. I'm actually looking forward to playing your finished product.

Carnage
07-03-2004, 1:05 AM
Tetris is fun! I wanna be the square piece! O_#

Kejardon
07-03-2004, 2:18 AM
GAH! Curse you Starcraft! How could you be so arbitrary and unpredictable? CURSE YOU!

Random trivia I'm sure nobody (or maybe only 2-3 people, counting the people that programmed StarCraft) knows:
Not ONLY do units exist for a frame after they've been killed, but they're owned by Player 12 can can be detected with triggers!

bluemicrobyte
07-03-2004, 4:58 AM
GAH! Curse you Starcraft! How could you be so arbitrary and unpredictable? CURSE YOU!

Random trivia I'm sure nobody (or maybe only 2-3 people, counting the people that programmed StarCraft) knows:
Not ONLY do units exist for a frame after they've been killed, but they're owned by Player 12 can can be detected with triggers!????????????????????????????????????????? ???????????? really?

Kejardon
07-09-2004, 7:32 PM
This map seems determined to not be finished. :/
Unfortunately for the map, I'm even more determined to finish it. :D

CURRENT PROGRESS:
Briefing: DONE
Terrain: DONE
Triggers
Startup: DONE
Music: 80% done (Sound files temporarily removed. Also looking for more sound files - landing, lines being destroyed, and possibly more)
Spawning Pieces: DONE
Falling: DONE
Landing: DONE
Lines: DONE
Add lines to other fields: A few parts set up, but for the most part nothing. Planned fairly well, though.
Loss: DONE
Win: Planned, should be easily finished.

Human interaction:
Move up/down: DONE
Instantly Fall: DONE
Rotation: DONE

Other:
Colors: DONE (More players = more colors)
Scoreboard: Need to loop between wins, rows, and level (haven't gotten around to this yet)
Bugs: I'm fairly sure I've ironed out every bug. Finally. :D

Triggers STILL for P1 only. Will require a loooot of copy and editing for all players... but shouldn't take me that long.

Aaaaand I stumbled across a bizarre glitch where the conditions for a trigger are OBVIOUSLY met, but the trigger still refuses to work. Trust me, this isn't some error on my part, the game just refuses to activate a certain trigger. Worked around by using different conditions. Oddest part is, the trigger used to work just fine until I had nearly finished rotation.

The map is up for beta testing. If there are any glitches you run into, save the replay and send it to me, and tell me what it does (yes, replays will work just fine).
Also, if you have any suggestions, comments, or complaints, feel free to share.

Kejardon
07-12-2004, 3:19 AM
:/ No feedback at all? I noticed a minor glitch; the third counterclockwise rotation for the T piece isn't correct, but it doesn't disrupt the game majorly. Just rotate T pieces clockwise in that version.
I've also deleted all the Terrain except for what's vital, so it's all Space instead.
Finishing up a few multi-player triggers tomorrow, then I'll begin the major copying + editing.

Nahotnoj
07-12-2004, 10:06 AM
sorry, i would try this out if I had more time on my hands, but i unfortunately do not. maybe tonight...

Kejardon
07-16-2004, 1:14 PM
I've tracked down all the bugs I know of and fixed them. Among them are:
Rows don't always fall
Some pieces don't rotate counterclockwise correctly
The I piece could be broken when rapidly moving / rotating
Game doesn't end after set number of rounds
A few bits of text were missing

Two players are now enabled, and clearing a lot of rows at the same time will add some to your opponents field.

The Terrain has been redone to (hopefully) look better. It needs to be ground so that the civilian AI will work correctly.

Music is still disabled, and the map name, descriptions, etc., still aren't done.

Kejardon
07-21-2004, 2:31 PM
Woo! I'm fairly sure I'm done. I don't think there's anything wrong at all with the map. If you do find something, though, post it and I'll fix it.

I'm currently collecting sound effects for various actions, which will be in a sound version, of course. The triggers are already set up, it's just a matter of collecting the sounds and putting them in.

Edit:
Aaaand here's the sound version!
http://kejardon.tripod.com/StarCraft/TetrisSound.zip
Copy and paste. Tripod doesn't like people clicking in from outside. :/
Edit2:
Found a bug. Fixed. >_< File size shrunk with added fix. ^_^ Now it's just a hair under 100 kb