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Tetris revisited: Petris (v1.2.1 final)

Posted: Thu Nov 10, 2016 11:29 pm
by Smoggert
I've been playing around with love2D for a few months now, and as a result I've been mostly coding my own UIManagers, slowly making myself acquainted with lua's implimentation of OO-coding.

The last few days I decided to make a tetris clone. It still has a few kinks I'm working out/features I'd like to add. But then again what game doesn't.

- Attached: x86 build and the .love file

Scoring: Single lines < multiple lines < multiple lines combo'd by consecutive blocks
Saves: high score / sound on/off

Controls:
Arrow keys
Space bar

Cheats:
lCTRL + Z/R (add remove blocks)
esc (cancel cheat)

ToDo :
  1. Key shortcuts - DONE
  2. Better Combo animation - DONE

    Canceled features
  3. Configurable Controls
  4. Add music
My current highscore: 136995 points (lvl 21)

Conclusion (Final Version 1.2.1):
My current implementation of a selfmade GUI-lib is a bit shody.
(non-existant inheritance, use of globals)
I already rewrote it for the most parts for my next game. I've learned a lot of stuff regarding use of globals and how to implement inheritance in my class-structure.

The game itself was also flawed in some areas code wise. Some instances of the game should have been modularised (? is this a word) but I just wrote them as main code.

Overal though, the game turned out quite nice. It pointed me to some bugs in my GUI-lib that were very hard to spot otherwise and are now fixed.

Image

Re: Tetris revisited: Petris

Posted: Fri Nov 11, 2016 3:11 pm
by Smoggert
2 small updates. v1.1

Re: Tetris revisited: Petris

Posted: Sun Nov 13, 2016 5:48 pm
by Smoggert
Some major updates.
Final release version (unless some bugs show up that I do not know off).