Talk:TetriCycle

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Bugs & Suggestions

If you notice any bugs, or wish to contribute in any way, please post on the Issues page.

Implemented

Wiimote implementation would be pretty cool in future releases.WaxyPumpkin72 04:40, 7 December 2009 (UTC)

Implemented in v0.2b Calvinss4 08:03, 15 December 2009 (UTC)

I just want to put in my vote for mirroring the controls. In Tetris, it's usual to press right to move the block to the right.... --Mr. Reaper 05:58, 17 December 2009 (UTC)

Implemented in v0.3b Calvinss4 16:17, 5 April 2010 (UTC)
The reversed controls are good for the cylindrical game, but they should not be used in the classic-style game.... Currently, if you have the control set to reverse, it makes the piece move in the opposite direction in classic mode. --Mr. Reaper 00:19, 25 October 2010 (CEST)

I like it. A full cylinder would be good. I noticed when playing that it was difficult to tell where the face of the blocks were and where the sides - perhaps more shading, or a darker texture on the sides of blocks to differentiate them from the face more? Also, the controls seem backwards to me - for some reason I keep trying to go left for right and vice versa, as I'm thinking I'm trying to move the block left, rather than rotate the cylinder right. Mirror control option? Or should I just hold my controller upside-down? Uploading a video as soon as it's transcoded. Applicant 255 23:21, 10 December 2009 (UTC)

I may look into adjusting the color algorithm for the cubes and/or using textures, but that won't be any time soon. Calvinss4 08:03, 15 December 2009 (UTC)
Implemented in v0.4b Calvinss4 11:39, 26 July 2010 (UTC)

This is awesome, even though its in development stages. Is the playfield going to rotate around the entire cylinder in the future? Just wondering. Sonicdude41 17:09, 6 December 2009 (UTC)

The angle of rotation between cubes is arbitrarily set at 8 degrees right now. If we want the cubes to go full circle, then there are 10 cubes touching ==> 10 angles amongst which to split 360 degrees ==> 36 degrees between cubes. Be aware though that cubes are no longer visible at an angle of 90 degrees, so you'd only be able to see about 4 cubes across at a time. What's the solution? Allow non-standard modes of play. I.e. if we double the width of the playfield, we now have 20 cubes across ==> 18 degrees between cubes. I'm sure you get the idea. I plan on adding a debug menu where you can adjust the angle between cubes at run time. Calvinss4 18:26, 9 December 2009 (UTC)
Implemented in v0.5b Calvinss4 11:39, 26 July 2010 (UTC)

Some cool innovations appearing in this game... but I have to say, I just don't like the "ghost piece" that sits at the bottom to show you exactly where your piece will land. All you need are some vertical lines or a grid of dots to help guide your eye, like in these similar games: http://www.caiman.us/scripts/fw/f198.html http://dl.openhandhelds.org/cgi-bin/gp32.cgi?0,0,0,0,25,227 --Mr. Reaper 09:43, 21 August 2010 (UTC)

Implemented in 1.1 Calvinss4 13:30, 19 October 2010 (CEST)

Comments

Video uploaded to youtube: http://www.youtube.com/watch?v=QehHifZXRWc. It was kinda long at 9 minutes, so I did a bit of timelapse rather than just cut it. Applicant 255 23:51, 12 December 2009 (UTC)

Version 0.2b video Applicant 255 04:50, 17 December 2009 (UTC)

Not a question or idea, just wanted to say it's a very unique twist on tetris, great job! RazorChrist/TronCycles 17:17, 19 December 2009 (UTC)

Wow, I must say, TetriCycle has come a long way since its inception. Great job, calvin! :D Sonicdude41