View Full Version : Multiblocks
Hello
I'm a developer of multiblocks (currently version 1.3 is almost done). Please help me test the game with difficulty set to PRO, I'm wonder where are the limits.
http://www.multiblocks.com/en/index
(there is no limitation in online play)
Online Highscores are located here:
http://www.multiblocks.com/en/highscores?gam=3&mod=1
Waiting for feedback. Hope you enjoy.
Thanks
p.s. I'm searching for someone who can help me translate instructions into German, French, Spanish and other languages.
colour_thief
10-19-2007, 03:34 AM
How much is there to translate?
jujube
10-19-2007, 08:28 AM
this is very nice work mar. i've only played classic mode so far and it's a lot of fun. it's great to have 2 rotations and wallkicks, which aren't present in 90% of tetris clones out there.
i was wondering though why pieces can go through blocks when you drop them if they'll fit underneath. i could understand if it saved the player from soft dropping and sliding under an overhang, but in this game you can get a piece to where it shouldn't normally go. this is what i'm talking about:
OOOOOOOOOOOO OOOOOOOOOOOO
O O O O
O 22O O O
O 22O O O
O O O O
O O O O
O 11 O O 11 O
O 1 O O 122O
O 1 O O 122O
OOOOOOOOOOOO OOOOOOOOOOOO
Poochy
10-19-2007, 11:14 AM
I'm guessing the algorithm just starts at the bottom and keeps going up one row at a time until it finds a spot that the piece can fit in. This was actually something I had to fix in my own attempt at making a Tetris clone - the way I fixed it was to just keep lowering the piece one row at a time until it can't drop any farther, then stop.
How much is there to translate?
From my expirience about 1h of work(if you have no problems with type writing) all texts from the game + few words from web page.
I will be very grateful.
but in this game you can get a piece to where it shouldn't normally go. this is what i'm talking about
It is done as Poochy said. Why? Because it change a game play a little
bit and it involves a different strategy for leaving empty spaces.
[CP]david nice score: http://www.multiblocks.com/en/highscores?gam=3&mod=1
tepples
10-19-2007, 04:36 PM
And once you implement hard drop correctly, you can also make the ghost piece, or vice versa. Every time a new piece comes out or is shifted sideways or rotated, pretend to hard-drop it and store the Y position of the hard-dropped piece in a field of the object that represents an active piece. This simplifies the implementation of all gravity-related moves: Ghost piece: Draw a fainter piece at (fallingPieceX, hardDropY). Firm drop: Move the falling piece directly to (fallingPieceX, hardDropY). Hard drop: Move the falling piece directly to (fallingPieceX, hardDropY) and lock it. Gravity greater than 1 row per frame, such as the 20G of some games: If (fallingPieceY - gravityPerFrame) is below hardDropY, move piece down to hardDropY and start the lock delay countdown, else move piece down to (y - gravityPerFrame).
jujube
10-19-2007, 09:41 PM
but in this game you can get a piece to where it shouldn't normally go. this is what i'm talking about
It is done as Poochy said. Why? Because it change a game play a little
bit and it involves a different strategy for leaving empty spaces.
that's an interesting idea. it makes the game a little more playable with the memoryless randomizer.
the only control issue i've had is with pieces rotating twice when i'm trying to rotate once. i saw that the input sensitivity can be changed but i don't want it to affect left and right movements which haven't been a problem. is there a way to adjust the sensitivity of the rotate keys only? if not i can use another program to do that.
Cultris Pyruz
10-19-2007, 11:13 PM
[CP]david nice score: http://www.multiblocks.com/en/highscores?gam=3&mod=1
Thank you. It's a pretty interesting game. Only problem I have with it is that that shadows aren't that dark when the piece initially starts. You'd have to wait a few ms before you know what piece it is and where it is. Good job with the game man.
tapples
I don't know did I understood You well? But you telling me how to create other(classic) kind of bottom blocks. I now how to do it but I decided to do it other way. It's a matter of choice. There is so much
stuff in multiblocks that in one version I had over 1000 high scores lists so some decisions have to be made. So there is no mistake there, this is just something different.
jujube
This is not memoryless randomizer I don't know how to call it but it's per level randomizer. I tested other possibilities and this seems to be the most reasonable for that kind of play.
I spend hours of clicking in move and rotate keys to make them as fast as possible, but I realize that there is no ideal solution. Your idea with separate settings for move and rotate keys is brilliant I never see something like this I try add this as fast as I can.
Can You tell me the name of this keyboard program?
Cultris Pyruz
I hope this bug will be fixed tomorrow.
Thanks for appreciation. http://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gif
caffeine
10-20-2007, 04:47 AM
So you're saying you did that on purpose? No offense, but it seems kind of dumb. How does it improve gameplay?
tepples
10-20-2007, 05:04 AM
So you're saying you did that on purpose? No offense, but it seems kind of dumb. How does it improve gameplay?
Possibly the same way that Star Sweep's allowing the user to place blocks anywhere there's space improves its gameplay.
kiwibonga
10-20-2007, 06:43 AM
I can do the French version if you have a couple dollars and a free copy of the game to throw my way :p
jujube
10-20-2007, 07:03 AM
Can You tell me the name of this keyboard program?
the program is called Auto Hotkey. you can get it here:
http://www.autohotkey.com/ (http://www.autohotkey.com/default.htm)
so far i've only used it to reassign the keys to some that are familiar to me, but it can also be used to control the repeat rate of a keystroke and lots of other things. the help file that comes with it has a lot of examples.
colour_thief
10-20-2007, 10:29 AM
So you're saying you did that on purpose? No offense, but it seems kind of dumb. How does it improve gameplay?
Possibly the same way that Star Sweep's allowing the user to place blocks anywhere there's space improves its gameplay.
I think I've said this before, but Eggmania is a much better example. Its gameplay involves the stacking of falling ominoes. Star Sweep feels completely different.
And it improves the game the same way spin-triples do. Which is to say, it's very subjective whether it's a positive feature.
caffeine
jujube
colour_thief
Well I didn't talk about improvement it's just something different. It should be almost invisible for this forum tetris players
(I mean at this level of experience). However there is the difference
for less experienced users it is much more fun for them it let them
play longer because they have a chance to repair their mistakes. If You have some tetris-lame at hand see for yourself.
kiwibonga.
I can give only what I have: free copy and my future gratitude http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif
tepples
10-20-2007, 07:12 PM
I don't know did I understood You well? But you telling me how to create other(classic) kind of bottom blocks. I now how to do it but I decided to do it other way. It's a matter of choice. There is so much
stuff in multiblocks that in one version I had over 1000 high scores lists so some decisions have to be made.
Now some of us can understand why Lockjaw has debrief logging instead of an ordinary high score list.
Cultris Pyruz
I solved the problem you had with starting block so download
new version and now should be as you want it.
People were laughing when I said that multiblocks can generate
billion points scores. Now they don't!!! they waiting...
Thanks to you http://www.tetrisconcept.net/forum/images/smilies/icon_eek.gif
jujube
Did you still have problem with keyboard? Because your score
does it look like you have any. Did you used to it? I looked
at the code and it will be not so easy to give all parameters
to the options screen.
Hi mar, I had a quick test of your game, and I must say I'm impressed; it looks very professional.
Firstly, 2 major criticisms:
1) As jujube also mentioned, the double-rotate behaviour is very frustrating. Even with the keyboard sensitivity turned all the way down, this was still a problem for me. Unless people are exploiting infinity, I see no reason at all to even need auto-repeat behaviour for rotation.
2) I also had problems with my mouse hard-dropping pieces: for example, I'd nudge the table, my mouse would move slightly, and I'd end up with 3 or 4 pieces hard-dropped. Why would anyone want to play tetris with a mouse anyway?
The next few things are fairly minor, and not likely to affect too many people:
3) Even with sensitivity turned down, the DAS was a too fast for my liking. Would it be possible to have fixed DAS settings, e.g. 100ms, 150ms, 200ms, 300ms ?
4) The normal grey playfield background makes it a little difficult for me to make out the pieces. At the transition from one level to the next, the background goes dark and there's a lot more contrast; is it not possible for the background to be dark all the time?
5) I'm not sure I like the randomizer. I frequently found that I'd get starved of one or two particular pieces for well over 40 turns, and then I'd get a long stream of them all at once. When the randomizer is so unpredictable it leaves me with the impression that luck plays too significant a role. A very long "next piece" preview, like in DTET, would certainly make it more manageable, but personally, I think a history or bag based randomizer (something like a 28-bag perhaps?) would be much better.
Finally a few suggestions:
6) I quite like the "bottom blocks" behaviour, but why can't you turn it off in PRO? Some people might want to play without it.
7) If you want to reduce the number of scoreboards needed, have you considered cutting down the number of modes? I can't see Mode 6 being popular - I don't think people would want to play tetris with a totally pre-defined piece sequence. Modes 2 and 3 are very similar, the basic gimmick being that you get punished for not placing each piece quickly; can they not be rolled into one somehow?
While I'm still on the topic of modes: for Mode 5, a target of 2 lines makes for a very short game of tetris. Better targets would be 20, 40, 100, 250.
8) Playing on Easy makes the playfield dimensions smaller. Surely this would make it more difficult? I would have thought that an 8-wide playfield would give the player fewer options for piece placement, and make top-outs more likely.
9) Have you considered using ARS and/or SRS? This would make it easier for players already fimiliar with Tetris to transfer their skills across with minimal "Tetlag".
That's about all I can think of at the moment. Congratulations on a great game, and I'm sorry if I came across as being too harsh.
Cultris Pyruz
10-20-2007, 09:02 PM
Hi mar, I had a quick test of your game, and I must say I'm impressed; it looks very professional.
4) The normal grey playfield background makes it a little difficult for me to make out the pieces. At the transition from one level to the next, the background goes dark and there's a lot more contrast; is it not possible for the background to be dark all the time?
x2. I agree with this. The grey playing field makes it very annoying to concentrate on the gameplay. If there was a darker field i believe more people will be able to drop faster. As of right now I can't see anybody reaching over 100 blocks/min.
Cultris Pyruz
I solved the problem you had with starting block so download
new version and now should be as you want it.
People were laughing when I said that multiblocks can generate
billion points scores. Now they don't!!! they waiting...
Thanks to you http://www.tetrisconcept.net/forum/images/smilies/icon_eek.gif
Sweet! Now if you made the shadows a bit darker that would be awesome. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif
Needle
10-20-2007, 09:34 PM
When talking about DAS, it may help to specify which of the two values one is talking about - the initial delay time and the repeat rate. "Too fast" can be too vague as it could be referring to either.
jujube
10-20-2007, 09:38 PM
jujube
Did you still have problem with keyboard? Because your score
does it look like you have any. Did you used to it? I looked
at the code and it will be not so easy to give all parameters
to the options screen.
actually i haven't really gotten used to it. i put up a better score because i made a few more tetrises early in the game, but because the sensitivity increases with each level change i'm not able to control the pieces very well in higher levels. if i can make it to level 10 or higher this is what makes me top out. would you consider keeping the input sensitivity the same all the time? there are other ways to increase the difficulty that might not be as frustrating for the player. i like the idea of pieces being more random as the game goes on.
on a side note i had my gamepad plugged in the last time i started the game and it was detected http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif it looks like i can assign any button to do what i want. i'll have to give that a try the next time i play.
is there a way to get back to the original screen where you can assign your keys? it seems like once you get to the game select menu there's no way back.
When talking about DAS, it may help to specify which of the two values one is talking about - the initial delay time and the repeat rate. "Too fast" can be too vague as it could be referring to either.
I was talking about the initial delay; it's too short. The actual repeat rate is quite slow.
DIGITAL
10-21-2007, 04:39 AM
The ability to stack through clutter is quite interesting. I'm slowly incorporating new techniques into my arsenal to combat the randomizer. I've traversed the highest levels so far according to the leaderboard. Like others though, I'm playing much slower than usual due to the bright playfield. The sensitivity of the rotations and the decreasing DAS initial delay time becomes a huge problem when the gravity gets high.
Cultris Pyruz
10-21-2007, 04:43 AM
I don't really see a point to go to a high level . After i reach level 12 or 13 I would just commit suicide because it seems that the score doesn't really increase afterwards only the gravity. Which I think is pretty nice otherwise it would be like facebook tetris... http://www.tetrisconcept.net/forum/images/smilies/icon_evil.gif
DIGITAL
10-21-2007, 04:52 AM
You don't get many points for clearing singles but if you're able to clear tetrises, I don't see why you should suicide. I wasn't really aiming for tetrises when I was playing as I was going for pure survival but I'm sure it's doable.
NEW DOWNLOAD AVAILABLE
edo
1. on/off checkbox will be soon
2. well mouse is present because pointer is on mouse - I try to turn it off, but there are some engine limitations.
3. I must investigate this but there is a big chance
4. done - hope enough?
5. changed to "28bag" if I understand bag conception correctly
6. in fact I can tell You what I was thinking when I do it this so before I enable it I have to check but will be done
7. this will be changed in 1.4 version - except 2 lines it will be done
8. yes I was not playing on that level but again You have right
9. like in point 3 - but with less chance because of internal code for piece movement
DAS - I will investigate this
SCOREING(Cultris Pyruz) - it is fixed right now there was a bug http://www.tetrisconcept.net/forum/images/smilies/icon_sad.gif
I hope that everybody noticed that multiplier increase when you drop
a piece and clear lines, if piece fall without a drop(or soft drop)
multiplier is cleared - It will not happened in level above 9.
So Yours score will be bigger.
DIGITAL - hmmmm should I decrease multiplier for 2,3,4 lines? What other's think?
...............
Please tell every little thing that can improve quality of the game!
Is there on the forum someone from China, Korea, Japan? Because I don't know is multiblocks work with theirs character set? Please leave submit highscores on game start.
Can You suggest some forums for puzzle, color-match fans somthing similar to tetrisconcept, because I want to test other games also.
Cultris Pyruz
10-22-2007, 01:19 AM
Wow the overall gameplay improved with this version. Keep up the good work. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif
thanks:)
This version is a "little bit" easier
tomorrow 3star levels will be unlocked but I have to test them
before doing it. And it is not easy for me cause
it is out of my skills completely even in develop mode.
DIGITAL
10-22-2007, 01:44 AM
mar, could you give us a little insight into how the multiplier works? I'm still unsure of how exactly we're meant to play. Also, does starting at higher speeds have any benefit?
DIGITAL
10-22-2007, 02:23 AM
Hmm, I tried starting on the lowest speed and managed to get the top rank so I'm guessing it doesn't matter. Tetrises seem to make a huge difference though. And I'm assuming level 18 is the highest speed one can reach. With a little practice, it can be sustained indefinitely while stacking for tetrises so you might want to set a higher cap.
DIGITAL
http://www.multiblocks.com/en/info/overview.php?num=2
Forumla looks (in short) like this:
SUMMULTI - this is a summary of all multipliers
LVLMULTI - level multiplier
MULTIPLIER - multiplier multiplier;) this on the left(from drops and line removing)
DIFFMULT - difficulty multiplier 1-4
PIECEMULTI - pieces multiplier
REFLEXMULTI - reflex multiplier
SUMMULTI = LVLMULTI * MULTIPLIER* (DIFFMULT*0.5)* REFLEXMULTI *(1+(PIECEMULTI/10))
TOTAL SCORE = TOTALSCORE + single_piece_score*SUMMULTI
So "strategy" looks like this:
- You have to drop all pieces to level 10
- Then try to drop blocks if it is possible.
- Collect as many tetrises as it possible to increase MULTIPLIER.
- Enter to next level with first block it can also add a lot to MULTIPLIER.
Also, does starting at higher speeds have any benefit?
No (in standard modes) because of multiplier - which You have to collect, if You have
some idea it can be changed.
If You play time or lines modes of course starting from higher level gives You
better LVLMULTI.
As I said 3 star levels after testing will be available and maybe something more... http://www.tetrisconcept.net/forum/images/smilies/icon_twisted.gif
mar, once again, congratulations on a great game. I had a quick go on the latest version, and it really is shaping up nicely.
I'm quite flattered that you decided to implement so many of my suggestions, but honestly some of them were more speculative; I would hate for you to implement something for my benefit and change the game for the worse for everyone else. For example, the randomizer is a very sensitive subject, some players (including myself) insist on a "4 history" (http://www.tetrisconcept.net/forum/../wiki/index.php?title=TGM_randomizer) or "7-bag" (http://www.tetrisconcept.net/forum/../wiki/index.php?title=Random_Generator) randomizer, whilst others actually favour the pure memoryless randomizer of the classic games. The reason I suggested a 28-bag was that I thought it would have enough order/chaos to satisfy both parties. What do other people think about the choice of randomizer for this game? Ultimately, the final choice in the matter should come down to you, mar.
Okay, some more suggestions:
With such high scores, would it be possible to have a 3-digit separator, or something similar? Perhaps you could colour the digits, something like: 100000000000 It would make it easier to tell at glance how high your score was.
About the multiplier: instead of resetting back to zero when the player fails to hard-drop or soft-drop, perhaps the multiplier could be reduced by a certain value. This value could have an inverse relationship with the player's level: For the first few levels, where players should be expected to hard-drop every piece, this value could be very high (perhaps 500 or so?). And for the later levels where good players can still hard-drop over 90% of the pieces, the value could be quite low (perhaps 5-10?). As it stands, it's a real kick in the teeth when you have a brief lapse in concentration just before level 10 and lose your entire multiplier.
tepples
10-22-2007, 07:21 PM
About the multiplier: instead of resetting back to zero when the player fails to hard-drop or soft-drop, perhaps the multiplier could be reduced by a certain value. This value could have an inverse relationship with the player's level: For the first few levels, where players should be expected to hard-drop every piece, this value could be very high (perhaps 500 or so?). And for the later levels where good players can still hard-drop over 90% of the pieces, the value could be quite low (perhaps 5-10?). As it stands, it's a real kick in the teeth when you have a brief lapse in concentration just before level 10 and lose your entire multiplier.
In Dance Dance Revolution, scoring is based on how close each step is to correct timing. Some versions (such as Extreme in oni mode or In The Groove in all modes) weigh each step equally for scoring; some (such as MAX, MAX2, and Extreme in normal mode) give more weight to steps at the end of the song to reward stamina. But in other versions, especially 4th Mix (Japan) and Konamix (U/C), each step's score is multiplied by the combo, or the running count of consecutive steps performed within +5 frames of correct timing. If you are very close to a "full combo" but you make a mis-step in the middle, it hurts the score much more than making a mis-step at the beginning or end. And some players prefer to have the middle count for more in this way.
NEW VERSION IS AVAILABLE
- 3 star levels
- setting DAS in PRO mode (press ESC during the game play) if you set both rotate to same value
there won't be double rotation - PLEASE LET ME KNOW YOUR SETTINGS - note that I do not
turned off faster and faster move autorepeat(each delay is 10% smaller than previous) I can turn that
off.
- 20,40,80,100,200 lines mode now avaiable - please try now because I wonder how fast multiblocks is
edo & tepples - I created instead of clear -10% - this is very good idea especially when I saw Your scorings
I was wondering what I can do to don't scare people with online high scores http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif - I think It should be more
maybe 20% - what tapples said is very interesting but this algorithm looks to be complicated and in case of
multiblocks it is at least 6xcomplicated so I have to apply some more universal solution.
edo - I have (technical)problems with formating and coloring separate digits but I see what I can do.
As you can see people liked new version so your's suggestions were very good and I'm here to listen and try to improve game.
Hope all enjoy new version http://www.tetrisconcept.net/forum/images/smilies/icon_question.gif
I have (technical)problems with formating and coloring separate digits but I see what I can do.
The colour was just a suggestion, a similar system was used in Giga Wing (where scores could reach over a trillion) so I thought it might be an interesting idea. Any digit-group separator would be good, e.g.
1,000,000,000
1.000.000.000
1 000 000 000
1'000'000'000 etc.
About the DAS: for this to really be useful, there needs to be separate settings for both the first delay and subsequent delays. So in your terms, there should be "Move first" and "Move next" (in addition to the "Rotate first" and "Rotate next").
If you've not done so already, as market research you might be interested in trying out LockJaw (http://www.pineight.com/lj/default.htm) , developed by our very own tepples (who's always shamelessly plugging it, so I thought I'd save him a job: TRY LOCKJAW PEOPLE! IT'S QUITE GOOD). Although it's not particularly pretty, it can be highly customized. The options that correspond to DAS are "Max sideways delay" and "Sideways speed", and I usually like to play with something like 150ms instant, or 133ms 1G. With Multiblocks, I'm currently setting "Move" to 0.100, which isn't a particularly comfortable compromise.
Also mar, do you think you could delete 2 of my old scores from the online tables?
Game 3 Mode 1, score 107629312. I left the name as "zerodoso".
Game 3 Mode 5, 200 lines, time 01:29:51. This is from when it used to be 32 lines only.
reivilo
10-23-2007, 10:35 PM
CP son
NEW VERSION AVAILABLE
- fixed problem with DAS i hope - (please tell me your settings)
- five pieces preview
- 7-piece bag for pro and modes 4,5
- some small changes making pieces acting more SRS - (i have no time for investigations so if you think i can repair something easily give me a hint,
but some thing with cannot be done with mb)
- coma separator (hmmm not look perfect... but I'll try to improve)
EDO
The colour was just a suggestion,
The score colour during the game play changes according to Your current place gray is out of top blue is 10 green...(as on the higscore list) and red indicates that it is your personal best score.
If you've not done so already, as market research you might be interested in trying out LockJaw ...
Although it's not particularly pretty, it can be highly customized.
I know this title very well and it's excellent reference material!
It saved me a lot of asks!
1.
One word about DAS MB is full 3d application and uses potential of your
3D graphic card if you have old type accelerator or notebook it can be
to slow for full 60fps check this by pressing F2 during the play. If
the avarage fps is under 60 it can occasionally (don't panic if this is above 20 it is playable) slow down. To avoid this please form main menu
go to options - graphics and change detail to 3 and background even to 1
2.
This is your last chance to change something in this version of multiblocks. Please tell me about every little thing that annoys you.
I 'll try to fix it.
I'm very grateful for all your comments!!!
3.
reivilo
You are first on the red side http://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gifhttp://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gifhttp://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gif
i have a problem with my mouse: if i run your game in native resolution of a laptop i currently have hands on (1920x1200), the mouse moves extremely slow.
you definitely should fix mouse movements. its really frustrating to move the mouse at high resolutions. also it would be nice to have basic keyboard control of your gui.
by the way: great work! you are a real graphics guru!
do you use a self-written engine? or something pre-made? ogre? crystalspace? osg? irrlicht? i am just curious.
Strange on 1280 mouse work very well I have to check it - thanks
...would be nice to have basic keyboard control of your gui
What you mean by that? You can move cursor with arrow keys and
Enter acts like LMB.
do you use a self-written engine? or something pre-made? ogre? crystalspace? osg? irrlicht? i am just curious.
It is self-written DXSDK based engine.
regarding mouse speed: maybe you can add a "mouse sensitivity" slider in the config dialog?
regarding cursor control:
i mean that in most gui's you can tab through menu entries or select menu entries by using the cursor keys and then press enter to execute. this is much faster than klicking with the mouse or moving a virtual mousecursor with the cursorkeys.
why did you choose directx? i found openGL so much easier to comprehend... (and its cross-platform)
NEW VERSION of multiblocks is now available.
There is so many changes that I will not enumerate them.
Please if you can see it once more and check out did I not break
something...
If something irritates you don't forget to mention.
thanks!
Now everything is located on http://www.multiblocks.com (http://www.multiblocks.com/default.htm) and it is still free online. [game:3, mode:1, difficulty:PRO,(Change keys X,Y <> Up,Down Arrow)]
herc(sorry for not answering so long)
I hope the mouse speed is now ok but I have no such a big monitor to tests. so if you can tell me it's all right now...
regarding cursor control:
i mean that in most gui's you can tab through menu entries or select menu entries by using the cursor keys and then press enter to execute. this is much faster than klicking with the mouse or moving a virtual mousecursor with the cursorkeys.
Totally agree!
Because I choose directX SDK framework and it's gui it is hard for me
add a funcionality that they don't include. But I will have to do something with this soon...
why did you choose directx? i found openGL so much easier to comprehend... (and its cross-platform)
First I have always problems with opengl on windows and my primary target was windows so I was afraid some technical problems.
Second I have problems with internet connection, dxsdk where "everything" is in one place looked reasonable.
Game is written(that was a goal but only partially succeed) in a way where hardware is in separate lib and engine in separate so if i need
maybe i write ogl port.
I know some of you will be interested to hear that Multiblocks 2 beta is now available for download at http://www.multiblocks.com/. The game features some very nice 3D graphics and the innovative yet controversial "Deep Drop" play mechanic. I hope the developer, mar, will be here soon to hear our comments and feedback, but rather than wait for him, I thought I should let you know as soon as possible because there is a beta launch contest running, and you only have limited time to enter!
Meshens
07-21-2009, 06:24 PM
I know some of you will be interested to hear that Multiblocks 2 beta is now available for download at http://www.multiblocks.com/. The game features some very nice 3D graphics and the innovative yet controversial "Deep Drop" play mechanic. I hope the developer, mar, will be here soon to hear our comments and feedback, but rather than wait for him, I thought I should let you know as soon as possible because there is a beta launch contest running, and you only have limited time to enter!
Might want to confirm your email. Do you know if there is a way to turn off the wallkicks that happen as you just bump into a wall? It keeps making me misdrop. I rotate and DAS to the left and then press down, and I'm screwed. Tapping is annoying. Also the way that the whole game rotates when you move pieces makes it harder as well.
Edo
Thanks for mentioning and sorry for this "accident" with high scores it is fixed now.
Meshens
Camera slider is ready and will be released tomorrow together with some multiplayer
fixes. I investigate wallkicks problem but I can`t promise anything. Please tell me what You mean by "Tapping is annoying"?
Deniax
07-23-2009, 07:45 AM
What is the "2+ free games a day" feature on the main page?
Will you have to pay per play when the game is launched?
hmm, it seems that my score is still being mis-reported on the website; I have a score of over 7.6 billion, but the website is only reporting 4.2 billion.
Another couple of things:
Trying to configure a joystick/gamepad caused the game to crash, and subsequently refuse to start. I had to reinstall to overcome this.
There appears to be no way of manually cancelling lock-delay (http://www.tetrisconcept.net/wiki/Lock_delay), which causes the game to be awkward to play once the gravity gets high.
Deniax
Yes and No some 2+ random games will be available each day for free
always - more info in update section. If You have some experiences on
how to monetize games please contact me - I'm definitely not a businessman
or salesman type of person... and it's hard for me to maintenance server.
Edo
Sorry once again!!! it looks like I have to change the scoring system.
It's strange because I already lower the scoring (compared to first edition) and
in first edition was 9 levels more and the best score was 10bil no you've reached
4bil!!!
Is there a thread about players progress through the years?
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