Mega Ultra Tetris 20XX — Take Two - Printable Version
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Mega Ultra Tetris 20XX — Take Two - SethWillits - May 5, 2012 09:36 PM
As some of you may remember, I wrote a game back in 2010 for an impromptu weekend contest we had in IRC. The theme was "multiplayer" so I wrote a multiplayer tetris game called Mega Ultra Tetris 20XX in TorqueGameBuilder. It went pretty well, and we (the peeps in IRC) played it often for quite a while afterward. I think ss2cire still plays it.
So also, as some of you may remember, I said I was writing tutorials for how to get OpenGL running on the Mac, handle events, do texture loading, sound, etc. Well, I recently decided I should get back to working on those, but I came to the conclusion that as I wrote each tutorial and added onto the code of the previous project, I inevitably was going to be rewriting things which would suck if a reader was trying to follow along. Thus, my plan has changed, and I am first going to write the game, then go back and write the guides using code from the game.
Thus, behold Mega Ultra Tetris 20XX is being reborn like a phoenix from the ashes that used to be TorqueScript. Although the game is pretty simple, I thought I'd post some progress updates here in case anyone had the slightest inclination to pretend to care until it's done.
What I have done so far is get the menus up and running, some server/client code, and a little bit of the game code.
The approach I'm taking to this entire project is that everything is in Objective-C and is Mac-only focused for the time being. I'm doing my best to keep a reasonably strict separation between code that's specific to the game, and code that's generic such that the generic code can be copied and immediately useful to start a new project. I am not attempting to write an all-encompassing game engine, but instead am trying to create a collection of useful code which solves individual problems. i.e., proportional text rendering, playing music, a simple abstraction over sockets, etc. You could easily take any one of these little chunks and use it in your code.
Anyway, we'll see how it goes. One way or another the game will be finished and the code and guides to follow will be useful to newcomers. After I get it to a point where the game actually runs, I'll be throwing this up on iDG's github account, and you guys can tear into me, err, it.
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 5, 2012 11:45 PM
Tonight's progress was to get the first player (aka host) connecting to the server and the lobby screen displaying players and their status.
RE: Mega Ultra Tetris 20XX — Take Two - PowerMacX - May 6, 2012 10:30 AM
(May 5, 2012 09:36 PM)SethWillits Wrote: After I get it to a point where the game actually runs, I'll be throwing this up on iDG's github account,
Any idea as to what license would you release it under?
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 6, 2012 11:55 AM
The Do Whatever You Want With It Except Don't Copy It Verbatim And Sell It On The App Store license.
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 6, 2012 11:15 PM
Boards aren't replicated to other players yet though. That'll be next. It'll be really simple, actually. Then from there it's detecting a winner when everyone else loses, and doing the Game Over / You Win animation stuff and the game will be fully functional. Then it'll just be a matter of finishing the menus and adding sounds.
I should probably make real art for the background instead of still using the TGB fish demo art.
RE: Mega Ultra Tetris 20XX — Take Two - FlamingHairball - May 8, 2012 08:14 PM
Yessss. I was seriously going to see if anyone was still playing this the other day - it looks awesome as ever.
RE: Mega Ultra Tetris 20XX — Take Two - AndyKorth - May 9, 2012 07:15 AM
Awesome! My name is even in the screenshots!
RE: Mega Ultra Tetris 20XX — Take Two - Skorche - May 9, 2012 07:48 AM
Well, it looks pretty cool, but I would have went with a steam punk look instead of an underwater one. It gives you a lot more gameplay options for powerups. Like you could do steam based powerups instead of like... starfish ones or something. You know what I mean?
Other than the lack of a steam punk theme, it looks like a pretty cool example project.
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 9, 2012 01:01 PM
Omg! Are you Player 949??!!
Quote:Well, it looks pretty cool, but I would have went with a steam punk look instead of an underwater one.
Literally the only reason it has underwater art is because I did the fish tutorial then immediately jumped into making tetris (in the original version).
I'll be replacing it later on, but it'll be less themed and more cleaned. I can't make "art" per se.
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 9, 2012 01:18 PM
So last night I spent a couple hours on it. Progress to report:
Yes, each piece currently has a random color.
RE: Mega Ultra Tetris 20XX — Take Two - funkboy - May 9, 2012 08:18 PM
Awesome job! A great starter project for people to get their feet wet (ha, ha, ha... maybe an argument to keep the water theme, actually).
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 14, 2012 11:44 AM
On Saturday I got a little more work done.
Doing GUI layout in text really really stinks. I want a visual editor so much.
RE: Mega Ultra Tetris 20XX — Take Two - funkboy - May 17, 2012 10:27 PM
Woohoo! Keep going.
I will say... I'm not a big fan of coloring in the capital letters, and leaving lowercase as clear... but you're working with whatever font you got, I understand
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 20, 2012 10:20 AM
Obviously that's ugly. I just haven't changed the font sheet yet because I'll have to manually edit it or just pick a different font. I'm not making it pretty yet, just functional.
RE: Mega Ultra Tetris 20XX — Take Two - SethWillits - May 29, 2012 12:05 PM
Alright this past weekend I spent a day working on MUT again, mostly little things.
After that, I decided to try fiddling with a new look. Here's what I've come up with so far.
There's currently a little bug which is calculating the ascent/descent incorrectly for some letters. I haven't tried to find that yet, but it'll be pretty simple.
I've come to the conclusion that making nice looking tiles is actually pretty difficult. I tried a few variations and I just can't get something I like. I'll keep fiddling.