Controls are mapped to the numbers and the touch or dpad: 4-left, 6-right, 2-down, 8-rotate, 5-drop Things left to do: - improve controls | (http://nspforge.unsads.com/p/ntris/raw-attachment/wiki/WikiStart/nTris.png) |
hey, thanks!Yeah you witnessed the worst ever TI-BASIC for calcs (even more than the TI-81). 83+ BASIC was slow and a bit limited but at least we had getkey and that stuff. Also I love the new graphics. I hope you continue working on this. :)
Actually i started prgramming for calculators with this game, before i just played around with Ti-Basic but it wasn't that great.
As you might have seen on the screenshot I updated the block graphics. Compu made them for for me.
Also i updated the download!
The desings are just for aesthetics. :)
Hi and welcome to the forums. Also what is a hold feature? Is it just making everything stop moving until you release a certain key so you think about where to put the block? That might be an interesting feature, although it would be nice to have an hard mode where it can't be used too.It's actually when you can press a button to put the current falling block in a "hold chamber" where you can then substitute it out later to get combos more easily. Almost all tetris games have this so I'm surprised you've never heard of it.
Hmm, I never heard of that 'hold chamber'. I think that box with the 'N' peace is the box that shows witch block's going to be next.Hi and welcome to the forums. Also what is a hold feature? Is it just making everything stop moving until you release a certain key so you think about where to put the block? That might be an interesting feature, although it would be nice to have an hard mode where it can't be used too.It's actually when you can press a button to put the current falling block in a "hold chamber" where you can then substitute it out later to get combos more easily. Almost all tetris games have this so I'm surprised you've never heard of it.
(http://www.gamejudgment.com/wp-content/uploads/2010/10/Tetrispartyreview100410-6.jpg)
See that box with the N piece? That's where the hold block goes.
Oh I see, but than its wrong to say: 'Almost all tetris games have this.'There hasn't been a single version of tetris that I've played that didn't have hold. Even the ti-84 versions (at least the ones I tried) have hold
Then it looks like you haven't played the original gameboy one :POh I see, but than its wrong to say: 'Almost all tetris games have this.'There hasn't been a single version of tetris that I've played that didn't have hold. Even the ti-84 versions (at least the ones I tried) have hold
Then it looks like you haven't played the original gameboy one :PI admit to this
Well I didn't play the 84+ version very much and that was in 2001. The last time I played Tetris before was on a 40 MHz computer at school and it was a limited version with many removed features (eg: blocks felt instantly when hitting the down arrow and there was no way to make them go down one spot like in other Tetris games.). Besides that I only played the NES version around 1992.Hi and welcome to the forums. Also what is a hold feature? Is it just making everything stop moving until you release a certain key so you think about where to put the block? That might be an interesting feature, although it would be nice to have an hard mode where it can't be used too.It's actually when you can press a button to put the current falling block in a "hold chamber" where you can then substitute it out later to get combos more easily. Almost all tetris games have this so I'm surprised you've never heard of it.
(http://www.gamejudgment.com/wp-content/uploads/2010/10/Tetrispartyreview100410-6.jpg)
See that box with the N piece? That's where the hold block goes.
There is a tetris game made by TI in Lua, but I don't know if I may give it to you. I should check it.
Never mind, the one on TIplanet is there now. Though I'd say it isn't that amazing O.oHmm... It is also very easy and it doesn't speed up or anything, so as long as you know how to play, you could get scores over 1000 since the score is the number of lines completed. I got so bored at 200 I committed suicide. It's literally way to easy... :(
It seems like it was made just so there's a Tetris game available on the CX, without worrying about quality. <_<
Erm you shouldn't double-post within short periods of time... oh wait you triple-posted! O.Othat wasnt a double post he waited one day
However yeah I tried the game from TI and it wasn't great. It seems like it was made just so there's a Tetris game available on the CX, without worrying about quality. <_<
Yeah I know, although I noticed it took quite a while before any Lua and Prizm game gets any good graphics. Even early Ndless games had very basic graphics compared to nDoom, for example. At one point it's always good to push graphics a bit further, else people all think that's all we can do in the language. X.xIt seems like it was made just so there's a Tetris game available on the CX, without worrying about quality. <_<
At that time, it rather was to demonstrate the poure possibilities. Good graphics were not the main point. This was something they know it can be done. They were focusing more on the 'algorithm' behind it and user interactino with keypresses etc., as a demo
Well, that's what I think
Continuing with my ndless explorations, i've decided to ressurrect this popular and funny project, because it brings me back some of my almost forgotten memories. I guess the author 'wRieden' has gone on vacation. Hope he doesn't mind. :)Could you make it a zip file by any chance? I'm having trouble opening it on a Mac
So, i've decided to try to make it ready for Nspire CX (gray-color!). I think i did it in some way. Try it out and tell if it works and if you can manage to make some points (cx is a bit faster). Please find attached the source and .tns. Maybe some game experts want to add some color. The cx 'pain' was mostly due to the timers having different addresses. nTrisCX should also run in non-cx systems. Have fun.
Could you make it a zip file by any chance? I'm having trouble opening it on a MacSure!
The author might actually have quit the community. This happens more often with Nspire coders since 2011 due to what TI did to Ndless a few times. Glad someone is picking this up again, though. :DThanks DJ_O. Yeah, i was following the hardware clues. Of course, nowadays we have the abstract software overlays all around the place (some are quite slow mind you, does .net ring the bell?). OTOH, some are quite cute and really ease the programmer's life after the initial jargon overhead. Short, i'm changing the initial project almost completely, i'm keeping the name tho. :P Have been reading a little about hoffa's SDL port effort, and decided to port yet another simple tetris clone from here: http://code.google.com/p/simple-tetris-clone/. I dunno if we can motivate young students to do some programming, but this is the basic idea. ndless is a good opportunity and i'm positive ExtendeD will find some fix someday to TI's nag!
I noticed that those bmps are real bmps, so if I don't like graphics, I can change them ? O.OYeah! Well, shortly (tomorrow?) you'll be able to change a lot of things.
Nice work.Thanks! Btw, you should remove the double post. That's the reason (i think?) someone has given you a negative point.
It looks pretty nice, but now the screenie disappeared. D:What do you mean by screenie? I'm not sure i understand what you mean. Is it screenshot (F7)? If it is, well it works fine by me!?
Limitation: atm the program's 3 bitmaps MUST be installed at a fixed location: "ndless/nTris" folder. So, make sure all 3 bitmaps files are transferred to that folder. This is due to the fact that, to my surprise, the SDL_loadBMP nspire implementation appears to take only absolute paths. The program itself ('nTris-sdl.tns') can be placed anywhere. I know we can later replace the smaller bitmaps by a bitmap description in software. Maybe i'll do it later... Oh, this only works on the CX models! Please visit the original site for instructions, but they're trivial as usual. Have fun.Couldn't you just use argv for relative paths?
Couldn't you just use argv for relative paths?Thanks for your comments. I think so, possibly using argv[0] and getcwd() we could work it out. I simply didn't bother yet. I'll see it.
It looks nice, but I hope you will make it work also on non-CX.Well, in non-CX certainly it will loose a lot of color(s) but for the sake of completeness it would be nice to try it out and see how the colors scale into gray levels.
Yeah, the screenshot disappeared when I saw it, but now it's back. Nice progress!It looks pretty nice, but now the screenie disappeared. D:What do you mean by screenie? I'm not sure i understand what you mean. Is it screenshot (F7)? If it is, well it works fine by me!?
2. Now we can place both files: 'nTri-sdl.tns' and 'back.bmp.tns' anywhere inside the same folder.Those changes are great, and thanks for the keys :D
3. Non-cx models are also supported although a bit crippled atm, because the functions 'srand() and 'rand' work fine in CX models but cause a reset in non-cx models ??? ? I guess it will be easy to sort out at a later stage.
I've implemented some work around 'randomn' function. I guess it's ok, but not optimal.
4. Have added also the keys: 8, 4, 6 and 2 to move the pieces, as requested by Hayleia, what makes perfect sense to me too. :)
5. Have added some keys to replace the function keys, as follows: key 'p' - pause/continue; key 'n' - toggle 'show next piece'.
6. Finally, i'm also adding the source. Here, i didn't have (yet) enough time to make it clean. well, you can do it.
1. Reduced the nbr of bitmap files to only one: the background bitmap. The other two were converted into data (thanks hoffa!).This one is less great, I liked how the game was customizable by the user :(
Looking cool! Is there then also color on the cx, coz that would be awesome :DYes, there is color on CX as this post (http://ourl.ca/9087/317504) shows :)
Those changes are great, and thanks for the keys :DThanks!
This one is less great, I liked how the game was customizable by the user :(Well, now that you have the source code, you can always revert it back. It's so easy, you so should give it a try. ;)
There was something too that I found annoying with the game: pressing the down key makes the piece fall but holding down the key does nothing (I mean it gets down by one case then stops instead of keeping falling)Me too, but just a little. One thing i forgot to mention in the "instructions" above, is that the user can always press the 'space-bar' to force the piece to fall to the bottom at once. Hope it helps.
You could just add something like SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL) during initialization and remove any dirty hacks that do exactly that but manually (I had a very quick look at the code, I think it's when pressing the horizontal arrow keys that it's done manually).QuoteThere was something too that I found annoying with the game: pressing the down key makes the piece fall but holding down the key does nothing (I mean it gets down by one case then stops instead of keeping falling)Me too, but just a little. One thing i forgot to mention in the "instructions" above, is that the user can always press the 'space-bar' to force the piece to fall to the bottom at once. Hope it helps.
You could just add something like SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL) during initialization and remove any dirty hacks that do exactly that but manually (I had a very quick look at the code, I think it's when pressing the horizontal arrow keys that it's done manually).Thanks for the tip! I haven't tried it yet but i will as soon as i can. I really need to have a second look at the code and get rid of a lot of useless lines. In the meantime, i hope the 'rand()' crash-thing gets sorted.
Because you think I am able to set up the SDK ? :PThis one is less great, I liked how the game was customizable by the user :(Well, now that you have the source code, you can always revert it back. It's so easy, you so should give it a try. ;)
Indeed the graphics are beautiful, but you may have not heard of this on , which is pretty nice too graphics-wise :DWell you may not have noticed that the background of nTris is customisable ;)
(well, it's based of the official one)
(http://tiplanet.org/modules/archives/captures/1321382261Screen2.jpg) (http://tiplanet.org/forum/archives_voir.php?id=3775)
Well you may not have noticed that the background of nTris is customisable ;)Indeed I didn't know.
Also, why do you link to the TI-Planet archive of an Omnimaga project which has a topic here ? :PBecause I knew how to find it quickly there, not here :)
You did the same with Gossamer on Cemetech too :PIndeed, since it was a copy/paste of the english news on TI-Planet.
Well, as a Omnimaga newser care should be taken for not making Omnimaga.org as a bare redirection to TI-Planet by editing the links in the posts. It would help to miss-interpreting your posts as being mainly advertisements for TI-Planet.Sure. In important posts tho, I take the required time to make it as good as possible, here, is was just a reference to another program I had in mind, obviously not an ad.
Could you post a zip file again? Or a .tns file? Sorry mac :PFor Mac, http://www.unrarx.com/ is great ;-)
Ah! Thanks!Could you post a zip file again? Or a .tns file? Sorry mac :PFor Mac, http://www.unrarx.com/ is great ;-)