Yesterday night, in the middle of my drunken absinthe stupor, Odin Allfather appeared to me (it was either Odin Allfather or Hannibal Lecter, because he looked like Anthony Hopkins) and gave me a mighty mission.I was to delay the daemons of Ragnarök by correcting a grave mistake and thus, creating a powerful weapon."It is unacceptable that no Mugen port of Tetris exist. It is thee mission, Beatrice, daughter of Adolf, to create such port.", said Odin before vanishing in a poof of green mist.Well, either I was too drunk or that really happened, but anyway, I now must come back from my retirement to deliver what Mugen lacks.A playable Tetris port.So today I started working on this project by creating a renderer with Mugen script to render the playfield:It stores the playfield in an array of variables, using var(0) to var(21) to store the 22 lines with a bitmask.I then have 1024 animations that store the 1024 possible permutations of the pieces in the 10 slots.The renderer iterate through that array and draws the appropriate line in the screen using an explod.While I'd love to use colours, the number of permutations would be entirely too big to handle (I doubt Mugen can handle billions of sprites and animations...)Next step is working on rendering and controlling the shapes in the playfield and then game logic.I should have this finished in about two weeks, if that much.
You mad!!!So, how do you plan to make this work ? P1 plays a game of tetris while P2 moves in the BG hitting thin air, or can P2 destroys blocks somehow ?Or does creating a line or more hurts P2 until you kill him (or you get killed by reaching the top of the screen) ?Will the difficulty in Mugen 1.0 affect the speed at which blocks fall ?What's planned next, a game of pong ?
Cybaster said, June 24, 2013, 05:08:28 pmWhat's planned next, a game of pong ? that would be nice anyway bea I wish you good luck with this project,but I have sugestions to you:-well create falling block,that p1 be able to move on ground(just like in tetris,spelling the line)-set line limiter like 30 lines and round is over-when is lines to upper level of stage "GAME OVER" or end of battle and p1 wins (in other way)-destroying blocks can be able(but that can be wast of time )so do my ideas great?
ExShadow said, June 24, 2013, 05:13:03 pmNo reflection? Tetris is a ghost This sounds pretty interesting.
I will capture the P2 at the start of the round and have him sit there like a ghost.This is a game of Tetris, not a fighter. >:CI am planning to have your total score to be the damage you deal to the opponent when you hit a Tetris game over condition.So, if you deal enough damage at that point, you win the round. Otherwise you lose.And yes, if the triggers allow me, the difficulty will determine the start dropping speed of the pieces.And also yes, I am mad. And no, no pong. It wouldn't be challenging enough to spark my interest.I only took on Odin's mission because this will be tough to code. Otherwise I wouldn't have bothered.Finally, it has no reflection because I am using explods to draw the playfield.
Bea said, June 24, 2013, 06:01:06 pmI will capture the P2 at the start of the round and have him sit there like a ghost.you're not going to be able to do that to every character.Bea said, June 24, 2013, 06:01:06 pmif the triggers allow me, the difficulty will determine the start dropping speed of the pieces.they will allow you. why wouldnt they.Bea said, June 24, 2013, 06:01:06 pmFinally, it has no reflection because I am using explods to draw the playfield. shadow=r,g,bi've been playing tetris a lot lately what irony.
2OS said, June 24, 2013, 07:35:57 pmyou're not going to be able to do that to every character.If I can't, it won't be an issue. It is not like the blocks will have collision boxes to be hit.2OS said, June 24, 2013, 07:35:57 pmthey will allow you. why wouldnt they.I never used those triggers. By default, I assume everything is as unreliable as the Mugen math library.2OS said, June 24, 2013, 07:35:57 pmshadow=r,g,bi've been playing tetris a lot lately what irony.Given that I am going to give the play field a frame, what would be the point of having shadows for the blocks?
2OS said, June 24, 2013, 07:35:57 pmi've been playing tetris a lot lately what irony.As have I. Weird, huh?
This will be one interesting project. I've seen an actual Tetris game done in Mugen before. I hope this will be as good as your experiments and theories are on this.
960 lines of code later, I don't have that much to show.For some odd reason, the collision code is failing to tell Tetris to spawn the next piece when the condition for that arises.I will look at it tomorrow.Expect much cursing, screaming and frustration through the course of this project. Mugen doesn't have the tools for making it.But it will be done nonetheless.
This is why I don't code action platformers in Mugen. Collision is terrible in this. MUGEN's collision data is only good fro Fighting games as they were meant to be.
That is why I discarded it from the beginning.I am using a 10x22 matrix to control the play field, and logical bit operations (and, or, xor) to make the piece move in it.Collision code is partially functional, as that piece stopped when it reached line zero, but I will need to determine why the flag to spawn the next piece wasn't set properly.I guess I will have something more complex working tonight.
I didn't know this was even possible....Just a question but is kfm a part of the tetris character or is that just the p2 standing there? Watched the vid