So I programmed a version that drops (it's not published though), and the game is wayyyy too easy - just as I thought it would be if I did that). I'll try and work on creating puzzle pices out of single items, but the idea is outside my game engine so it will take awhile.
So I programmed a version that drops (it's not published though), and the game is wayyyy too easy - just as I thought it would be if I did that). I'll try and work on creating puzzle pices out of single items, but the idea is outside my game engine so it will take awhile.
Since there are no "curved" pieces it would be too simple.
I think the items ontop not moving down after a row clear gives it the affect of you selling all those items to merchants.
Great Job. I was looking into this because I saw the post too but WOW you did a better job than mine was turning out to be.
Btw what kind of scripting did you put on the items to rotate them like regular blocks... alll the tetris games I looked at had just squares that would generage the random shapes and that wouldn't work with your pieces.
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I think the items ontop not moving down after a row clear gives it the affect of you selling all those items to merchants.
Great Job. I was looking into this because I saw the post too but WOW you did a better job than mine was turning out to be.
Btw what kind of scripting did you put on the items to rotate them like regular blocks... alll the tetris games I looked at had just squares that would generage the random shapes and that wouldn't work with your pieces.
HA, nice going there trying to make a Diablo Tetris game too. When I saw ShavedBarb's post I just had to give it a try. I just finished making an alpha version of a game in Java called "Super Battletoads" so I was fresh off the Java boat ready to make an AS3 game. (The game is a mix between Super Mario 1/world and Battletoads and Double Dragon.)
Originally I had just planned on modifying someone's Tetris engine to use Diablo items, but as we both discovered, traditional tetris engines vary considerably from what is needed. Therefore, I just made my own engine from scratch using my java skills. Currently the engine is a great huge kludge of quad nested loops, functions, and if statements scattered everywhere due to my lack of understanding of creating my own actionscript classes. So I just hammered out some generic bits and put them all together.
Basically the engine consists of a movieclip featuring all the 300+ items and a two-dimensional array that houses numbes indicating which blocks are currently occupied. The system is a combination of a visible system - the movie clips themselves - and a coded system - the array (this is not a great idea, it would be better to have a class that did both). The items each have their center at the registration point of the movie clip so that they can be rotated a full 360. So if I want to rotate a block all I have to do is access the movieclip's rotation property and then do some array modification to switch its coded position.
Wee got ta level 40, then screwed up. Not as fun as regular tetris, 'cause it's easier, but it's waaaaaaay cooler
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Ranger - Ranged Weapon Mastery (fire a bow or javelins like a machine gun!), Traps (MK style!), Pets (lions, tigers, and bears oh my!) - physical damage based
Demonologist - Bone Spells (Necro style!), Avatar (shapeshift into a demon!), Furies (evil spirits that hang around you, giving party bonuses) - mix of physical damage and magic
LEAP ATTACK!!!!! PLAGUE OF TOADS!!!!!
SLOW TIME!!!!!
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Since there are no "curved" pieces it would be too simple.
Probably best just to leave it the way it is now.
Makes it tough.
//Nice job again though.
My mediocre attempt at making a Signature.
Great Job. I was looking into this because I saw the post too but WOW you did a better job than mine was turning out to be.
Btw what kind of scripting did you put on the items to rotate them like regular blocks... alll the tetris games I looked at had just squares that would generage the random shapes and that wouldn't work with your pieces.
HA, nice going there trying to make a Diablo Tetris game too. When I saw ShavedBarb's post I just had to give it a try. I just finished making an alpha version of a game in Java called "Super Battletoads" so I was fresh off the Java boat ready to make an AS3 game. (The game is a mix between Super Mario 1/world and Battletoads and Double Dragon.)
Originally I had just planned on modifying someone's Tetris engine to use Diablo items, but as we both discovered, traditional tetris engines vary considerably from what is needed. Therefore, I just made my own engine from scratch using my java skills. Currently the engine is a great huge kludge of quad nested loops, functions, and if statements scattered everywhere due to my lack of understanding of creating my own actionscript classes. So I just hammered out some generic bits and put them all together.
Basically the engine consists of a movieclip featuring all the 300+ items and a two-dimensional array that houses numbes indicating which blocks are currently occupied. The system is a combination of a visible system - the movie clips themselves - and a coded system - the array (this is not a great idea, it would be better to have a class that did both). The items each have their center at the registration point of the movie clip so that they can be rotated a full 360. So if I want to rotate a block all I have to do is access the movieclip's rotation property and then do some array modification to switch its coded position.
Still find the game amusing.
Bump for the overnight crew.
ETA: 40th Level
I hate you.
Although, I did make the game...
maybe my resoultion isnt big enough?
1024x768
ps -
You could try the pop-up option and press f11.
The game is 700 by 607 btw so you should be good to go.
Demonologist - Bone Spells (Necro style!), Avatar (shapeshift into a demon!), Furies (evil spirits that hang around you, giving party bonuses) - mix of physical damage and magic
LEAP ATTACK!!!!!
PLAGUE OF TOADS!!!!!
SLOW TIME!!!!!