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Old 07-14-2008, 02:15 AM   #31
Tide-Arc Ephemera
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I love the idea and implementation of this map, though I have one request.

Mayhaps we could choose our own theme for the terrain?
e.g Snowy, Cityscape tiles, Lava, Forest or others

But yeah, great work.
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Old 07-14-2008, 09:20 AM   #32
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Ok, No problem i will set you up with 1-3 themes that you can change at any time. It will be a spell. Ill get that in the next update.

Is that how you would like it, put in the game?
(i am pretty sure this isn't hard, and i can change the ground at any time...)


p.s. Thnx everyone for all the input. I am sure even after all this there's tons that could be done to this map. But Its become and will be much better because of the input.
Even if it drove me crazy. After i almost trashed the game because i am so sick of working on it lol.

O ya, if some of you think this is unique map for warcraft map, if i can get a little more progress done on it, not My Train game (60% done)
but this other project....Its very unique for warcraft, more so then tetris.
So far, eh most people told me its too hard. But i learned alot working on this and my train game so we will see... (already spent 10+ hours planing it on paper)

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Old 07-15-2008, 04:30 AM   #33
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Oh you can make the input however you want, text command, ability, dialogue... anything. Just make sure it doesn't get in the way of the gameplay.
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Please acknowledge that I use Mac and avoid suggesting vJass and other tools that don't work on it. Thank you.
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Old 07-20-2008, 01:42 AM   #34
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Approved

It does what it seeks to do and has no problems. As mentioned, there are a lot of features you could add to make it cooler, but they are not actually neccesary to the game itself.
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Old 07-25-2008, 12:21 AM   #35
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While the game is entertaining, I am not 100% satisfied with the controls and the looks could need a little bit of updating.

Things that needs improvement:
  1. The control panel really needs some real arrows instead of random icons and submerge icons.
  2. The control system seems to lag a bit. When you click rapidly to move your object to one of the sides it doesn't always react to the number of times that you've clicked and so you sometimes end up at the wrong places. Like if you quickly click 3 times it only moves 2.
  3. The before mentioned also more or less applies to the "speed up" falling when pressing the down arrow, it is sort of buggy and doesn't react as supposed to all of the time.
  4. Sometimes when pressing up to change the rotation it can mess up and skip a rotation forward or not change at all.
  5. A small thing, but still a thing, the multiboard should be autoshown once the game starts instead of closed.
  6. Change the portrait to just black or something neutral instead of having the picture of a city building, it makes no sense.

However, all in all this was a good implementation of Tetris in Warcraft 3. Just follow this through and I'd say this would deserve an approval.
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Old 07-25-2008, 01:51 AM   #36
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I was actually not expecting a very good game, but to my surprise. "Tetris" was a very entertaining games, a few things I thought of that you need to fix/improve (in my opinion):
  • The abilitys Cam1, Cam2 and Cam3 had green DISBTN's, dosen't really care, still disturbing.
  • Perhaps getting an original loadingscreen.
  • The terrain could use some work, I think.
Otherwise, this was a great play, and I strongly encourage others to try this out, as it lived up to the name of the original Tetris.
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Old 07-25-2008, 02:30 AM   #37
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K, my next update for game will be relly soon.

As for you suggestions.

1. Done (in next version)
2. I had one but i got ride of it. its relly well done...i may readd...just dont want to take room.
3.I could disagree, but this coming version or at least at some point i will add the ability to have 3 different Terran backdrops.

Its good to hear that you enjoyed it :)

Edit: Replaying to TKF Post Below

I have seen two other tetris maps, one that looked like it could have been better then mine for warcraft 3 non exp (i couldn't get it to run..But he had A Lot of Jass (20+ pages), and another that works but is really about half done. When i started this project i looked around first :)

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Old 07-28-2008, 03:54 PM   #38
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I think this map deserves a spot in maps section. No one made a tetris map in wc3 before afaik.
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Old 07-29-2008, 12:21 AM   #39
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Ok Updated Map.

Besides known issues with some macs it should be pretty polished now, and run smooth as possible.

My first post shows Changes made, changes planed, ect.

Anything that i don't have listed as a planed change (on my first post), please let me know if you think i should add it to changes to be made.
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Old 07-29-2008, 03:06 AM   #40
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Played the game. Loved it. That is until it started lagging.

Every time you use a point (create and moving blocks) you leak a point, which over-time builds up. When I was around level 20 I could start feeling it bog down and missed many blocks. It should be any easy fix, since you already use a point variable.

2 sorta gameplay issues I noticed. 1) There is no counter for the number of lines you got. 2) When a player accelerates the blocks downward speed (down, s or c) games usually add a few points to their score for placing the blocks quicker than the time given. 5 points or so per line should do it.

Other than that, great map! Look forward to seeing some more updates!
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Old 07-29-2008, 06:47 AM   #41
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Ok About leaks. I am not 100% sure it doesn't leak but i am pretty sure it don't. (unless when they change color it leaks...Maybe...)
I don't use points. I just make blocks visible or un invisible to make it appear they are moving. They are all made from the start. And all the data is in a few variables that gets changed. I will Look into this Though, If there is a leak ill try my best to find it.

About it starting to lag, that could be one of many things. first off being a leak, 2ed what i expect it to be is relizeing the game is hard to play at level 20. Meaning the block drops very fast and warcraft input is really slow, so with the combo, it makes it fairly hard to play.

Suggestions
1)I feel that this is not needed. But if i hear feedback from others on this i may add.
2)I really would not like to add this feature, its fairly easy but i don't agree with how the games add points in this way.


Thnx for taking the time for giving me suggestions and input. :)

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Note: at level 20 the block moves to fast to move the block even once after it hits the ground. with key bored input around .1 sec or something its rare to be able to slide it on the bottom. Thus Making it tuff to play. But after playing a few times you can still nommaly do good at level 20.

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Old 07-29-2008, 07:30 AM   #42
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I think suggestion #1 is a good one, but #2 is entirely optional.

How do you exactly move the blocks? Hiding/unhiding them wouldn't make them shift position. You might be leaking a point when you tell a block to move to a spot. And in a game like this, it'll start lagging pretty fast.
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Old 07-29-2008, 07:49 AM   #43
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Hmm..My blocks dont move. It just appears that way. I dont tell my blocks to move ever. I just have it appear that way.

There is a grid of blocks that are there from the start. And i just turn them on or off. So at the start theres 100-200 blocks i forget.

Like this

0 is Do not show block, 1 is show block

This shows a square block falling. This shows a "L" Block going left

0000000000000 000001100000 000000000000 000000000000 000000000000 000001000000 000010000000
0000000000000 000001100000 000001100000 000000000000 000000000000 000001000000 000010000000
0000000000000 000000000000 000001100000 000000000000 000000000000 000001100000 000011000000
0000000000000 000000000000 000000000000 000001100000 000000000000 000000000000 000000000000
0000000000000 000000000000 000000000000 000001100000 000001100000 000001100000 000001100000
0000000000000 000000000000 000000000000 000000000000 000001100000 000001100000 000001100000

For colors i kept track of what color they should be and as each piece moves it updates the colors the where the piece will be. And updates colors after you get a full line.

lol i know i made it.

There could be a leak but i am pretty sure that's not it.

Note: During testing i have played it for over a hour and it never seemed to leak. But i cant be sure. But i am saying in other words i didn't have noticeable lag. But that doesn't mean there isn't a decent size leak in my code. I just cant think of where it would be. Because i just mess with variables, i don't make anything after map instillation. just change whats already there. I change varibles and i change the model of the certain doodads or units i forget what they are now but the tetris pieces.

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Old 07-29-2008, 11:16 PM   #44
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I really wouldn't be surprised if the reason for the "laggyness" was cause by warcraft 3's "slow response" engine.

Now that I see how the system works (good idea), it shouldn't leak. Sorry, I hate reading GUI =D

I think the lines are essential. That is a big thing in Tetris and it would be a shame to go without. It would be a simple integer variable that you add 1 to on each line detection. The board already updates with score (which happens at the same time) so you don't even have to worry about that.
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Old 07-30-2008, 07:33 AM   #45
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Fine You win. It will be in next version.

Edit:

Everything asked to be fixed has been fixed or is first post for plans to be added at some point in the future. i just spend a bunch of time doing all the big things you asked. :)

So, Hmm, No hurry, and ill continue to update this from time to time, but at this moment is the map Worthy of being accepted?
i can hurry my next version if i am on the edge of being accepted. other wise i will continue my monthly updates.

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