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> tetr.js development thread, Yet another Tetris clone in JavaScript
simonlc
post Mar 17 2013, 05:49 PM
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Hey guys, I've just released an alpha of my Tetris clone called tetr.js. This game is in very early stage of development, thus not all features are functional. However the first release has a fully playable Sprint (40 lines) and Marathon (150 lines) mode. I will be updating this thread with all the latest developments as I add them.

Default Controls (customizable):
Rotate Left: Z
Rotate 180: Shift
Rotate Right: X
Hold: C
Hard Drop: Space
Shift Left: Left Arrow
Shift Right: Right Arrow
Restart: R
Pause: Esc

Try it now in your browser!

If you have any feedback, you can post in this thread, or if you have a github account you can post it here.

Feedback can be:
  • Bugs
  • Feature requests
  • Changes
  • Your thoughts and opinions
Current mechanics and features
  • Tetris Guideline compliant
  • SRS (Super Rotation System)
  • Hold Piece
  • Piece preview
  • Random generator, first bag never spawns Z, S, or O piece first.
  • Gameover by lock out or block out
  • Multiple block skins
  • Stack outline
  • Configurable controls
  • Configurable gravity
  • Configurable DAS and ARE
  • Responsive design
Planned future mechanics and features
  • Gamepad (or arcade stick) support
  • Touch screen support
  • Additional rotation systems
  • More game modes, and trainer
  • Replays
  • Replay import and export
  • Sounds (contact me if you can help with this)
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MarioThePhenom
post Mar 17 2013, 07:29 PM
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cant access anyof the options on the left?


--------------------
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QUOTE(Panda @ Mar 9 2013, 05:28 AM) *
Lol no, that's ludacris. I have a sentence generator, Blink....
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FelipeMayrink
post Mar 17 2013, 07:55 PM
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QUOTE(MarioThePhenom @ Mar 17 2013, 07:29 PM) *

cant access anyof the options on the left?

This /\

After this and the "planned features" are implemented, this thing will be awesome. Until then...
IPB Image





EDIT:
Some actual feedback...
The game itself is pretty good in what it works, and the style is pretty slick.
This is promissing. I can see the finish version being awesome.
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UJS3
post Mar 17 2013, 07:58 PM
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Very impressive! I haven't played much because I really prefer to set my own controls, but I did find two issues.

A line clear that didn't go through
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And there was something strange going on when CW rotating Z pieces. Rarely it would move one place further to the right than it's supposed to, though I can't consistently reproduce it. At first I thought it had to do with wall kick, but it happened away from the wall as well.

Edit: found both problems in sprint and marathon. Similar rotation problems for I and J, CW and CCW rotation.
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simonlc
post Mar 17 2013, 10:22 PM
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QUOTE(UJS3 @ Mar 17 2013, 07:58 PM) *

Very impressive! I haven't played much because I really prefer to set my own controls, but I did find two issues.

A line clear that didn't go through
And there was something strange going on when CW rotating Z pieces. Rarely it would move one place further to the right than it's supposed to, though I can't consistently reproduce it. At first I thought it had to do with wall kick, but it happened away from the wall as well.

Edit: found both problems in sprint and marathon. Similar rotation problems for I and J, CW and CCW rotation.


Interesting, what was the last piece that you put down that didn't clear the line? I recently redid the line clear code, so it hasn't been tested much. I've also noticed the rotating being a bit off sometimes but I thought it was just me. Now I'll look over the code very carefully and find the bug. I'll post my findings.


By the way guys the menu on the left doesn't work yet.

EDIT: also the controls are fixed now, but that will be the next feature implemented. As of now the controls are:
Rotate Left: Z
Rotate 180: X
Rotate Right: C and Up
Hold: Shift
Hard Drop: Space
Shift Left: Left Arrow
Shift Right: Right Arrow
Restart: R
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UJS3
post Mar 17 2013, 10:44 PM
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QUOTE(simonlc @ Mar 17 2013, 10:22 PM) *

Interesting, what was the last piece that you put down that didn't clear the line?


I don't remember, but I reproduced it here
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Last piece was Z (rotate CCW, DAS to wall, hard drop).
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post Mar 17 2013, 11:11 PM
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This is cooool, if the delay and control's were customisable, I'd probably play it a lot. Keep it up, and don't be afraid to add unique features!!

edit: do you plan on making a downloadable client?
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jujube
post Mar 18 2013, 12:32 AM
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Nice work! Looking forward to having custom DAS. What do you mean by making a responsive and mobile design?
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simonlc
post Mar 18 2013, 01:07 AM
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QUOTE(UJS3 @ Mar 17 2013, 10:44 PM) *

I don't remember, but I reproduced it here
Last piece was Z (rotate CCW, DAS to wall, hard drop).

Thanks, I was able to reproduce it once, but not again. I made a small edit but I have no idea if it's fixed.

QUOTE(Barneey @ Mar 17 2013, 11:11 PM) *

This is cooool, if the delay and control's were customisable, I'd probably play it a lot. Keep it up, and don't be afraid to add unique features!!

edit: do you plan on making a downloadable client?

The game is made in JavaScript, which doesn't really have any desktop support. It's meant for websites mostly.


QUOTE(jujube @ Mar 18 2013, 12:32 AM) *

Nice work! Looking forward to having custom DAS. What do you mean by making a responsive and mobile design?

By responsive and mobile design I mean a design that will scale with the screen size, get very big, or get very small like for a table or phone.
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post Mar 21 2013, 01:43 AM
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Wow this is amazing! Your development/coding skills are very impressive haha. And very needed, there was a thread a while back that conceptualized a potential "finesse-game" which would be specialized to help train and hone one's finesse skills.

http://harddrop.com/forums/index.php?showtopic=5044


It'd be awesome if you could read through these development suggestions and maybe give it a go if you're feeling bored Sticking Out Tongue.png
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simonlc
post Mar 21 2013, 02:50 PM
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QUOTE(Panda @ Mar 21 2013, 01:43 AM) *

Wow this is amazing! Your development/coding skills are very impressive haha. And very needed, there was a thread a while back that conceptualized a potential "finesse-game" which would be specialized to help train and hone one's finesse skills.

http://harddrop.com/forums/index.php?showtopic=5044
It'd be awesome if you could read through these development suggestions and maybe give it a go if you're feeling bored Sticking Out Tongue.png

I read your suggestions, and while I think they would be great for an official game, I don't have the man power to develop something that detailed. The finesse trainer I am making is an empty board, and it gives you the pieces from the random bag like it normally would, with an outline of where the piece must go. It will count your mistakes and time to put down 100 pieces. Pretty basic, but I'm sure it will help people learn 2 step finesse a lot faster than studying diagrams and playing in practice mode.


Update on the game: I've been working on my personal site a bit, and thus have put tetr.js to the side for the last week. Once I finish that though I'm going right back to tetr.js. There might also be lots of internal code rewriting as I'm learning a lot about JS recently, which might not mean much now, but later on when I implement new features it'll be much quicker. What this means for you is that a new feature update might be a few weeks away instead of sooner.
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PolarisTR
post Mar 21 2013, 03:47 PM
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Great clone but is there any chance of having no das delay?


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simonlc
post Mar 21 2013, 04:35 PM
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QUOTE(PolarisTR @ Mar 21 2013, 03:47 PM) *

Great clone but is there any chance of having no das delay?

Yes that is one of the top priorities, along with configurable controls.
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simonlc
post Mar 24 2013, 01:17 AM
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Just added configurable controls. It's not bulletproof yet, so don't try to break it purposely, thought let me know if there's a key that shows up wrong for you in the UI.

http://simon.lc/tetr.js/
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FelipeMayrink
post Mar 24 2013, 01:48 AM
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QUOTE(simonlc @ Mar 24 2013, 01:17 AM) *

Just added configurable controls.

Sweet Mother Of Jesus, yes!
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