Staredit Network

Staredit Network -> UMS Showcase -> Tetris Classic
Report, edit, etc...Posted by Kejardon on 2004-07-15 at 15:06:01
I wanted to post this a long time ago, but didn't really have the chance. :/

I've been working on a Tetris map these last few weeks, and it's getting close to ready.
I have a 1 player version that's finished, and I'm nearly done bughunting and testing a 2p version. There are a few glitches in the game at the moment, but for the most part, the map should work perfectly fine - I fixed the bugs in the next version, but there are new bugs I need to fix, too.
T blocks don't rotate counterclockwise correctly
Something else didn't rotate counterclockwise, I don't think.
I blocks don't always rotate correctly
Rows don't always fall

If you find a bug I haven't listed, send me a replay of it. I want to make this as bugproof as possible.
And the next version should be out in a few days

EDIT: Forgot to mention, the music is not in the map right now. It actually deleted itself somehow... I just decided to leave it out until I'm completely done. It's been tested and works already, just needs the files.
Report, edit, etc...Posted by BeeR_KeG on 2004-07-15 at 15:17:52
I played the map on the last mapnight we had. It was awesome. Although it's a little hard to catch on to it, its still awesome. I mean, it's as close as starcraft can get to Tetris.
Report, edit, etc...Posted by EzDay281 on 2004-07-15 at 17:00:23
Starcraft Tetris? Sweeet.
I don't really like Tetris much, but sounds cool. I must try it sometime.
Report, edit, etc...Posted by Lo[S]eR on 2004-07-15 at 17:51:09
It'd probly be better with some music or something.
Report, edit, etc...Posted by Deathknight on 2004-07-15 at 17:58:39
When clokr_ can get on SEN, then you can download PROEdit 1.4 instead of 1.3b.

You have some bugs to fix.

1. The sound didn't play.
2. The units have abilities and if you're quick enough, you can use them.
3. I was able to deform an l piece somehow... I have no clue how though lol. It was when rotating it, it made it look more like this:

+
'''+
+
+

instead of:

+
+
+
+

+=unit
'=nothing

4. The SQUARE pieces say O piece on it, because the square character shows as an O in Starcraft.


It's an awsome map. Good job. I'll try to bug it up later when I can. Also, could I request you include Anti-Hacks in there? There is something called the "Kill unit" hack that would greatly affect gameplay, since the hack can kill invincible units of your own.

EDIT: Aw censored.gif forgot the replay lol.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-15 at 18:07:58
Wow that map was really impressive...I liked the way u control the pieces with the civi like a control pad...pretty sweet.
Report, edit, etc...Posted by Lo[S]eR on 2004-07-15 at 18:11:14
Not very addictive though... to me anyway..
Report, edit, etc...Posted by BeeR_KeG on 2004-07-15 at 20:09:47
Told you guys it was awesome. Anyways the map is still in Beta and it ain't done.
Thats what Kejardon told me when we played it.
Report, edit, etc...Posted by Kejardon on 2004-07-15 at 20:29:08
"1. The sound didn't play.
2. The units have abilities and if you're quick enough, you can use them.
3. I was able to deform an l piece somehow... I have no clue how though lol. It was when rotating it, it made it look more like this:"

The first and third have been fixed (though the new map hasn't been released). >_> I mentioned that in my post.

As for the second... Will disabling the units work safely?

I have no idea how the hack works, nor how to make an anti-hack for it - I've only seen it in action once.
Report, edit, etc...Posted by Deathknight on 2004-07-15 at 20:38:14
Maybe if the units were owned by players other than the players playing the game it would fix the abilities and the kill unit hack.

The hack makes it so the player can push a button to kill his own units that are selected even if they are invincible.

I'll get you a nice ID for an anti-map hack if you'd like so you can place it all around the map. smile.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-07-15 at 20:39:20
For the unit abilitys(spelling), just go to player settings and disable them for the computer.
Report, edit, etc...Posted by Kejardon on 2004-07-15 at 22:01:53
>_>
I have the player-units for the colors. Although I just now thought of an interesting way around that...
Is there a program that can change the colors of P9-12?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-07-15 at 22:04:47
I remember when colors were first discovered, you had to manually hex edit them. There is no section for players 9-12 in the .scx data.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-15 at 22:30:17
Very nice, May i see your triggers im currious to the way you did it.

I do have a few complaints, Why on earth is it sideways?
And your peace control sucks.

Edit: Actually i just played it again and the peace control is a little better when you realize you can hot key the two civs and just click parts on the mini map rather than move the screen to them each time. The only reason i bring this up is because when i made tetris I had two methods of controling your peace and one of them was keyboard solo.

Anyways another note i think your terrian needs work. I personally think a checkerboard pattern fits tetris better than the strips And the actuall playing area should stand out from the terrain around it more.

Lastly the breifing in your final version should be less chatty get to the point quick in mission breifings. The second you stop giveing valuable information players quit reading the breif (if they ever started)

Anyways i would very much like to see your triggers, and if you don't want to post them you can message me via aim at neal64
Report, edit, etc...Posted by CheeZe on 2004-07-15 at 22:56:13
good map..but I don't like the way the screen is sideways (because I"m used to vertical OK???? angry.gif ) but it shouldn't be too hard to make it vertical
Report, edit, etc...Posted by Kejardon on 2004-07-16 at 00:34:52
When I planned the map out, I thought it would've been easier to make it all sideways instead... Lemme try and explain:

When you target a unit (kill unit, center location on unit, remove unit, move unit, whatever), it will target the left-most unit possible. That's fairly well known. And most people think that, if two units are the left-most, it will target the bottom unit. That's... not quite correct.
After selecting the left-most units, triggers will target the most recently moved / created unit. If there's still a tie, THEN it will target the bottom-most unit.

A previous map I made for practice, before I undertook the full-on Tetris map, revealed this odd problem to me. I use observers as locations - I can center a 4x2 location on an observer, and then center another location either the first or third observer within that 4x2 location, thus moving left or right 2 spaces. Same with vertical. That part is pretty reliable; although I'm giving the observers and returning them to P12 non-stop, they aren't being moved or created, so it will reliably target the left, bottom-most observer in a location.

However, I tried to center a location on a tetris piece, move it, then select the next tetris piece, move it, etc.
When you're moving downwards, this will select the pieces in a pretty neat pattern... but not bottom-to-top, as I wanted. So some pieces kept getting moved on top of other pieces, and the map was a royal pain to fix - and that was with *simple* movement - it only fell downwards.

Fearing this kind of problem again, I switched to sideways. Only later did I realize I'd still have the same problems with rotated pieces, or moving pieces up and down. >_> I did find a very efficient workaround, but by then I had already finished half the map... it'd take me a long time to redo it now, and I'm more anxious to just finish it when it's getting so close to done.

As for an unprotected version, I'll gladly give it to most anyone that wants one, I just don't want it posted publicly or spread around beyond a few people.

EDIT: Oh yeah, and this is the map I was mentioning earlier... unprotected. It's nothing fancy, but it's playable and (might be) fun. It uses similar triggers to what I have. If you look in the comp's triggers, you'll find a lot of repeated triggers... I wanted to do it with only 1 set of repeated triggers, but the above problem forced me to use two - one to get rid of *all* the tanks so they can't be placed on eachother, and one to create new tanks.
Report, edit, etc...Posted by Xeno on 2004-07-16 at 00:48:07
I've played that game before, it was pretty fun... for a while, you game is looking nice, though I think everyone would have prefered vertical, this way is fine.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-16 at 02:10:30
Here is my tetris map. I abbandoned it like a year and a half ago. Feel free to look at the triggers and all. I kinda did my system alot differant.

Rather than only working with relitive movement, I instead project my peace onto the board. There are alot of counters for timming and all that fun stuff but I never got it bug free enouth before i quit working on it to wory about that.

The largest bug is the peaces do not drop. Then there are other problems like there is no sideways movement detection so you can move your peace sideways into another and it stops.

Also there are triggers i simply didn't do like the defeat trigger or the drop peace triggers. Also I realized latter that the way i randomized the peaces I couldn't easly convert it to show the next peace.

Well hope you find my map interesting. (i was mainly just hoping you didn't do something stupid, like blizzard did in there tetris map) I'll assume you know what im talking about.
Report, edit, etc...Posted by PodFedJay on 2004-07-16 at 03:19:31
I like Bolt_head's "abandoned" one better..lol Maybe.. its VERTICAL. tongue.gif And, i like your moving system. Its faster Kejardon's tetris map. Oh yea there are many more bugs that you didn't mention or i found out for bolt head's map. If you kill probes with ghost really fast.... they dont respawn... Anyway, i like this "abandoned" tetris map better!! im sorry to say to kejardon.... ermm.gif
Report, edit, etc...Posted by Kejardon on 2004-07-16 at 05:18:37
It's 2 AM here, so technically it's tomorrow. tongue.gif

I've finished the 2P version and tracked down an uncommon glitch that took me a *long* time to figure out. As far as I know, this map is currently without any glitches. There's still the problem of moving/using pieces, but short of giving them only to the computers, I don't know how to stop it.. and I wanted as many colors as possible. sad.gif

I've changed the Terrain in this version to (hopefully) look better. I need as much of it to be ground as possible; if you click on space, the ground AI will not reliably move towards it. In a previous version I had clicked on the bottom right of the map to watch the civ move LEFT. Repeatedly. :/
And the stripes are to help you line up the pieces with the board. Someone suggested that to me, but I can't remember who. :/
The briefing will be redone once the map is finished. Also, I'll add in the other missing stuff (music, game title, description, etc.). Though I do need to start looking for sound effects for the landing, removing lines, and adding lines...
Report, edit, etc...Posted by Neiji on 2004-07-18 at 16:30:21
Lol... I have music for tetris from tetris bound, cuz somebody accidently sent me an unprotected version of Tetris bound...
Report, edit, etc...Posted by Kejardon on 2004-07-18 at 17:09:40
I have that music too... although I had to make it from a midi file. tongue.gif I've heard the music on Tetris bound, it's the same music I have.
Report, edit, etc...Posted by Kow on 2004-07-19 at 21:43:12
plz post it... the music
Report, edit, etc...Posted by Kejardon on 2004-07-21 at 14:35:03
Done, done, done!
I think I've finally wrapped up everything. Of course, I've probably missed something stupid, now that I've said that. >_>
Anyways, I'm collecting sounds right now, nearly finished. I'll have a sound version available real soon.

Edit: Found a bug, fixed.
Report, edit, etc...Posted by Kow on 2004-07-21 at 14:37:19
can i just have the music?
Next Page (1)