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License: Other
Multiplayer Coop Tetris with a max of 64 players all on one playfield; also an alternate gamemode: Rotatris
License: Other
It would be helpful if pieces had specific colours, to help with lookahead. The colourscheme can be nintendo, tengen, or whatever you want, I'm sure you can find a logic behind that choice.
However, I think it's nice that the board is a single colour (like in Tengen I think), because it helps thinking about the actual state of the board, and not about the “history” of how it came to be. (I hope this makes sense!) So I'm recommending specific colours only before pieces snap.
The game logic updates based on the monitor's refresh rate. Make it always update based on a 60-frame basis.
ggez/ggez#171
the “down + cw + ccw + esc” action doesn't work for me (also it's super awkward!)
I suppose a simple resume/quit selection screen in the pause menu would be better
The game is missing some kind of visual feedback to help the user feel the timing for piece snap and piece change. This makes slow play feel a bit weird imo. (Like you're waiting for something to happen as the piece locks in place.)
Controls and overall feel are nice at high speed though.
I have no idea how to do this because I have no idea which dll's are necessary
Biggest gripe: please add some kind of visual feedback when lines clear! It feels so weird to have no feedback that my heart skips a beat every time hah
On master and dev, the game crashes anytime the mouse is over the window (either at startup or later):
thread 'main' panicked at 'attempted to leave type `platform::platform::x11::util::input::PointerState` uninitialized, which is invalid', /build/rust/src/rustc-1.50.0-src/library/core/src/mem/mod.rs:659:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
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wrappers are the bane of my existence, but it's necessary to use them when adding completely different states the program can be in (or at least it works really well this way, lmk if I should use something else). Branch: main_menu
. Errors:
temporary value dropped while borrowed
cannot move out of `self.game.0` which is behind a mutable reference
cannot move out of `self.menu.0` which is behind a mutable reference
temporary value dropped while borrowed
cannot move out of `*state_returned` which is behind a shared reference
and more! very exciting...
1. Make a game over thing that quits to main menu when ESC is hit
2. Make pieces auto fall at a speed based on the current level and move down every other frame if down is held
3. Implement DAS left and right (difficult)
4. Level up on enough line clears and make text appear for lines cleared and for current level
5. Make the Vec<ControlScheme>
be stored as part of Control so that it survives after each game (or maybe store the other type that is used to build that)
6. Implement GamePads (see gilrs)
7. Config file to hold the control schemes
8. Save file to hold scores (and replays someday?)
9. Fix yet another line clearing bug (2 tetrises scored one right after the other, but not after the clear delay is up for the first)
10. Make pieces random
11. Fix weird thing with saving controls
12. Test DAS more and make sure that it's right
13. Add changelog file
When made large, the board seems to be blurred.
This can probably be fixed by scaling the tiles to their correct tile size and placed in their relative positions as they're added to the sprite batch as opposed to scaling the whole sprite batch after drawing the board with a tile size of 8 pixels.
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