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by emm » 2006-09-27 17:20:22 #6067

I was also wondering if the blocks were the same for the other player but how does the game end? If no one screws up, it just keeps going? I think I'd rather play against the clock or number of blocks dropped.

by fraug » 2006-09-27 17:39:22 #6068

It appears every 10 lines you complete it kicks up the level which increases the speed at which the pieces drop. Combine that with the planned function to add blocks to your opponents screens when you complete lines and eventually someone is going to lose.

by Adam Lyttle » 2006-09-27 11:27:00 #6069

You're right @fraug. At the moment the pieces are completely random from both sides. I don't have a plan at the moment to make them identical (as I am anticipating quite a bit of traffic for this game, so I can trying to keep server communications to a minimum).

by fraug » 2006-09-27 14:30:52 #6070

That kind of changes it from ppl playing against each other to just ppl playing at the same time that have to wait until everyone has lost until they can play again. In that case I don't think it would be fair to add blocks to the other players when you clear lines.

by Xavor » 2006-09-27 16:03:58 #6071

Noooo!
We need line adding and special bombs! (Who's played tetrinet???)

by Keggie » 2006-09-27 16:59:01 #6072

Any chance you'll open this up to more testers perhaps next week? I've downloaded and played your single player game so as to be ready cheerful

by Stacy G » 2006-09-28 06:53:04 #6073

No fair! The single player practice game is Windows based- I'll have to find another out there to practice on.

by Adam Lyttle » 2006-09-28 11:59:37 #6074

@Keggie, its a little broken at the moment. I'm going to look into the problems over the next few days. When I think its a little more stable I will open the testing up to everyone.

Sorry @Stacy G! It's a Windows program! sad

by Saam » 2006-09-28 13:03:56 #6075

Aaak! Sorry @Wingy, I had visitors sad
Anyway, this is what I have deduced from mucking around this week with blockcraving:
I have only been able to play it once each day. After the initial game, it just sits around waiting...
Each time I've played, I haven't been able to see my opponent's game happening - I think @Adam Lyttle wasn't able to see me either...

That said, I have enjoyed the little I did play & have been practicing on the solo one Adam gave us the link to smile

by Wingy » 2006-09-28 15:44:38 #6076

No prob Saam ... there will be more chances I am sure ... smile

by emm » 2006-09-28 16:27:04 #6077

I've been playing the Tetrii Nostalgia and we've gotta have that music online! It sets the mood... a kind of showdown in the BC Corral.

And back to how one ends or wins. There are points which you can rack up, so what if you play faster, get more points but boof up sooner than your opponent?

by Adam Lyttle » 2006-10-01 13:16:02 #6078

@emm, in the final version of the online game you can add rows to your opponents every time you clear blocks. So the faster and more accurate you are at playing, the better chance you have at knocking out your opponents sooner.

by Adam Lyttle » 2006-10-01 16:29:19 #6079

I have played around with the game (no pun intended) and hopefully some of the issues people reported have been fixed. During testing I came across an issue here and there, but nothing like what was happening previously.

Feel free to test the game again. I'm interested to see how it goes.

by fraug » 2006-10-02 16:50:52 #6080

It seems to me like the pieces could be randomized a bit more. The pieces seem to come in batches of the same piece quite often. I also think you should open it up to a few more people. Wingy is the only one I ever find around but most of the time I don't find anyone =(

by Xavor » 2006-10-02 17:38:30 #6081

I try at random times during the day but I almost never find a gamer partner 8(

by Adam Lyttle » 2006-10-02 12:29:22 #6082

I'm hesitent to open it up to too many people, I don't want it attracting too much attention while its buggy. And unfortunately this is a very hard game to test. I'll wait for a couple of people to play a game, and then I'll see their feedback. If it works well (or works with minimal distruptions) I will release it to more people.

by fraug » 2006-10-04 16:28:38 #6083

Another thought: It's going to be hard to get games with more than two ppl in it if the game automatically starts 30 seconds after the second person joins.. I think each player should have a ready button and the game starts like 5 seconds after all players hit that button. That would also give players a chance to chat with each other.

I don't know about everyone else but since you made the updates the connectivity has been pretty smooth, I haven't seen any issues.

by Adam Lyttle » 2006-10-04 07:48:34 #6084

Have you been able to play with anyone? I'm just waiting on confirmation that people can have a smooth game.

by fraug » 2006-10-04 14:16:17 #6085

Yes, @Wingy and I have battled it out a few times.

by Wingy » 2006-10-05 09:58:27 #6086

I would like to leave it up to play more folks ... but it would have to run in the background ... usually I open it and there is no one to play. I told fraug we needed a doorbell to let us know when folks are there ready to play ... lol ... maybe even a waiting room type setup that would allow you to know who is ready to play ... and then a doorbell function to let their system ding to say you are waiting ... I dunno ... just thinking out loud on this ... but I enjoy the game when we play ... it is a sinking feeling when someone leaves and you are left with a screen that you can do nothing with until the next person comes to play. Level 9 on the game is a definite killer level. I look forward to all the functionality that you have discussed in previous posts.