Author Topic: Grammer Tetris  (Read 10646 times)

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Offline annoyingcalc

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Re: Grammer Tetris
« Reply #30 on: October 27, 2011, 08:44:27 pm »
I know it is so awesome
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Offline Xeda112358

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Re: Grammer Tetris
« Reply #31 on: October 27, 2011, 08:45:08 pm »
I kind of want to see just how fast and optimised I can make it... >.>

Offline JustCause

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Re: Grammer Tetris
« Reply #32 on: October 27, 2011, 08:53:14 pm »
I kind of want to see just how fast and optimised I can make it... >.>
And then suddenly Xeda codes Tetris in eight bytes.
See you, space cowboy...

Offline Xeda112358

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Re: Grammer Tetris
« Reply #33 on: October 27, 2011, 08:55:09 pm »
7, actually >.>
(not really!)

Offline mrmprog

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Re: Grammer Tetris
« Reply #34 on: October 27, 2011, 08:55:23 pm »
Well...
Code: [Select]
:Tetris()
Syntax: no args, starts a game of tetris.
This should definitely be a command.

Offline Xeda112358

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Re: Grammer Tetris
« Reply #35 on: October 27, 2011, 08:56:07 pm »
Actually, I could make that a command. Seriously. I was thinking of including subprograms directly in the App data.

Offline Yeong

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Re: Grammer Tetris
« Reply #36 on: October 28, 2011, 07:36:07 am »
Code: [Select]
:ARUN()
:ARUN.ACHIEVEMENT(unlock)
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Offline Sorunome

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Re: Grammer Tetris
« Reply #37 on: October 28, 2011, 03:31:50 pm »
I feel like I missed something.... so many new posts! O.o Well:
@annoyingcalc: thanks!
@yeong: I thought, that I had removed all these bugs...... I don't know why, I'll check the code again.

I'm also currently working on the score. :)


EDIT: Fixed that bug! :)
« Last Edit: October 28, 2011, 03:49:43 pm by Sorunome »

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Offline Xeda112358

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Re: Grammer Tetris
« Reply #38 on: November 11, 2011, 08:51:43 am »
Awesome! Cool :D Do you have an update posted? I am trying to think of what commands I can add to speed up Tetris...

EDIT: I was also wondering if I could use the Tetris screenie to show off what Grammer can do? (like when I update on TICalc and whatnot)

Offline Nick

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Re: Grammer Tetris
« Reply #39 on: November 11, 2011, 09:48:19 am »
i don't know if i can help, but it might be better/faster not to use a pixel test to check if the block has to stop. I use a table that represents the field, and every scuare block is one element in the table, so you should have a table of 20x10 i think (20 rows, 10 cols)

you just have to check if the tablevalue is 0 or 1 and if 1, stop moving..
« Last Edit: November 11, 2011, 09:48:44 am by Nick »

Offline Xeda112358

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Re: Grammer Tetris
« Reply #40 on: November 11, 2011, 10:04:55 am »
I am not sure that would speed things up too  much just because of how Grammer works. Grammer treats pixel testing as reading from an array as it is, but that could still be useful... Thanks!

Offline Nick

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Re: Grammer Tetris
« Reply #41 on: November 11, 2011, 11:05:34 am »
oh sorry, well i don't know grammer xs but i'll thought, why not, maybe it will helps. but i wish you good luck with it, it looks nice and fluent :)
« Last Edit: November 11, 2011, 11:05:53 am by Nick »

Offline Sorunome

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Re: Grammer Tetris
« Reply #42 on: November 11, 2011, 11:21:47 am »
Ok, here are some updates: I added now a score, the figures now fall down from all the top (they begin outside the screen) and it also gets faster after some time.
@Xeda: yeah, just use it, the screenie! :)

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Offline Xeda112358

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Re: Grammer Tetris
« Reply #43 on: November 11, 2011, 11:30:57 am »
:D Thanks! And hooray for updates :D

Offline contra-sh

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Re: Grammer Tetris
« Reply #44 on: November 20, 2011, 12:45:24 pm »
Hey good luck for the zcontest :)

I'm a tetris fan, nice game :)