Author Topic: Trominoes  (Read 11077 times)

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Offline Zera

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Re: Trominoes
« Reply #15 on: March 22, 2010, 12:00:51 am »
After thinking, In TI-BASIC+xLIB/Celtic, the game design would most likely have to look like this:

That's one way to make all the blocks uniquely identifiable. The black and semi-black blocks are still a bit too ambiguous, though.

I remember Tetris Flash had a similar problem when ported to the GB. The developers decided to instead draw patterns in the blocks, as opposed to using colors. Since the blocks are 4x4, that wouldn't really be feasible.

Offline DJ Omnimaga

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Re: Trominoes
« Reply #16 on: March 22, 2010, 12:03:54 am »
Yeah, that's the issue I had. The gray block equivalent would have to be redone in a different way x.x

Offline Zera

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Re: Trominoes
« Reply #17 on: March 22, 2010, 12:05:29 am »
Those could, instead, be represented as circles. It might look kind of silly, but it would definitely disambiguate them. That's just one idea off the top of my head, though.
« Last Edit: March 22, 2010, 12:05:49 am by Zera »

Offline Builderboy

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Re: Trominoes
« Reply #18 on: March 22, 2010, 12:09:48 am »
I actualy like that idea, you could even do different shapes for all of them if you wanted, like circle plus and square

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Re: Trominoes
« Reply #19 on: March 22, 2010, 12:10:50 am »
Good idea, Zera. Thought of a half-black square. That could be triangles, also. With that we could create up to 6 types of blocks: black/white squares/circles/triangles?

EDIT: Plusses, half-squares, etc., name them. And I got ninja'd. :(
« Last Edit: March 22, 2010, 12:13:28 am by juju2143 »

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Offline DJ Omnimaga

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Re: Trominoes
« Reply #20 on: March 22, 2010, 12:15:04 am »
I might try to check if there couldn't be possible sprite designs that would fit for the gray blocks

Offline Zera

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Re: Trominoes
« Reply #21 on: March 22, 2010, 12:17:57 am »
I didn't want to have more than three types of blocks, though. Since the game is based on trominoes, 3 is an important number: three squares per block, three types of blocks... If you add more to it, it kind of loses its theme. (that, and the difficulty would substantially increase with each new type of block that's introduced)

This is what I was thinking with DJ's idea:



Replacing the solid-black blocks with circles also disambiguates areas that would otherwise have a ton of black pixels. Since he added a white dot to the other black squares, that also helps out.

Offline DJ Omnimaga

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Re: Trominoes
« Reply #22 on: March 22, 2010, 12:50:58 am »
that actually looks pretty good ^^

Basically, every loop, you would just need to display 3 8x8 sprites (each containing one of the 3 squares composing the block), and quickly update the grayscale. Because the grayscale might flicker while the 3 sprites are displayed, we may be forced to update the grayscale after displaying each squares, though, meaning when they are moving around, it's inevitable that they will flash (especially the last one to be displayed)

Once they reached the ground, they would be stored in the screen content and in a matrix depending of what type of square they are. At this point, the game score would also be updated (sprites if custom fonts and text if default fonts).

The major issue still remains link-play, though. Unless CelticIII adds linking routines, just that part kills any hopes for this project to be feasible in BASIC.

Offline Zera

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Re: Trominoes
« Reply #23 on: March 22, 2010, 02:35:03 pm »
I should probably elaborate on a few more details about gameplay...

Unlike Tetris, there is no speed level. Blocks will always drop at the same speed. The only challenge against the player is the accumulation of squares in patterns that are difficult to clear. The actual "quest" mode would consist of a series of levels with predefined squares on the board. Generally, the more difficult the level, the more squares would be stacked on the board from the start. At certain heights, it would be difficult to manuever new formations as they drop.

Versus mode would allow the player to define the starting conditions, in this sense. There wouldn't be multiple levels, but a single round of play with a user-specified amount of pre-existing squares. (if any) The objective during versus mode is to survive. In this mode, scoring 5-square matches will incur a penalty against the opposing player: A solid line will appear at the bottom of their board, slightly raising their elevation.  (up to 4 lines total may be incurred per player) For every gravity-chain a player scores, the opposing player receives a solid I block. This block cannot be removed from the board under any conditions, and an infinite number of them can be incurred.

Offline DJ Omnimaga

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Re: Trominoes
« Reply #24 on: March 22, 2010, 02:38:06 pm »
Aaah I see.  What should be the main speed, approximately?

Offline Zera

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Re: Trominoes
« Reply #25 on: March 22, 2010, 02:42:57 pm »
Probably something like: Lower block 4px / second

I'm only estimating this in my head. Not sure how quickly that might actually play out.

You know, if we're only going to use one gray, and it essentially can't appear in the actual playing board anyway, then why not just go monochromatic?

« Last Edit: March 22, 2010, 02:59:42 pm by Zera »

Offline Gale

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Re: Trominoes
« Reply #26 on: March 22, 2010, 05:16:16 pm »
monochromatic looks good to me :D

i have to admit the circles look kinda out of place through. rather than circles, what about checkered (alternating pixels) squares? wouldn't be grayscale, but wouldn't be black either
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Offline Zera

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Re: Trominoes
« Reply #27 on: March 22, 2010, 05:35:00 pm »
monochromatic looks good to me :D

i have to admit the circles look kinda out of place through. rather than circles, what about checkered (alternating pixels) squares? wouldn't be grayscale, but wouldn't be black either

Wouldn't fit. The tiles are only 4x4px. The checker pattern would literally only consist of two black pixels in a / shape. Triangles can't be drawn in a 4x4px space for that matter, either. There is a very finite number of possible designs with such small blocks. I think I just used about half of them. :P

Offline DJ Omnimaga

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Re: Trominoes
« Reply #28 on: March 22, 2010, 11:23:26 pm »
I kinda like the circles, actually

Offline Builderboy

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Re: Trominoes
« Reply #29 on: March 22, 2010, 11:32:00 pm »
I think i would go with circles, filled circles, and squares.  The biggest issure you would have is making sure they don't blur together, and this way they all have some white in them :)