dorkster / freeblocks Goto Github PK
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License: GNU General Public License v3.0
FreeBlocks is a puzzle game with similar gameplay to Tetris Attack.
License: GNU General Public License v3.0
It would be neat to support a point-based control scheme.
When the level (i.e. game speed) changes, there can be an effect to alert the player. A sound effect, maybe different backgrounds/graphics.
Since the player is pressing the ACCEPT button to move blocks, they can often activate the "continue" option on the game over screen before they can even read what it says.
An example of this happening (@ 1:35): https://www.youtube.com/watch?v=ARM0KPaD7sQ
When blocks are in their clear animation, they can be picked up.
Animating these types of events would add some "juice" to the game.
SDL key mappings here: http://wiki.surkow.com/Tutorials:SDL#Buttons
I've noticed you made some nice changes recently, which should be released soon. Let's work out a release procedure and some details.
Hi and thanks for your work, freeblocks is quite nice already :)
I think it could use configurable keys, as the default Z and X keys can be quite cumbersome on some keyboards:
A related request would be to add support at least for the Return key in the UI. If you haven't read the README, it can take some time to find out which key does what.
This will make it easier to develop using other platforms
The current block set uses colours only to differentiate. If the blocks incorporated different shapes, this will make it easier to tell apart, as well as improving accessibility.
The original Tetris Attack used inset shapes:
Other match-3 games use different shaped blocks (different jewels, candies, animals).
Unfortunately Kenney's blocks don't have enough shapes for all 6 colours, so a new block set is required.
Initial implementation: #41
There is a list of possible improvements on that PR. I will list the ones I think are priority:
Choose the starting level to begin the game with
As the title says.
The game seems to handle only one key press per frame; this means if the player presses two directions together, the cursor will only move in one of those directions. This makes the controls feel sluggish.
I believe this has something to do with the controls in gameMove()
being exclusive.
In many match 3 games, there will be some sort of block animation; for example, see Bejeweled: http://youtu.be/BnljGFVDAuo?t=23s Panel de pon: http://youtu.be/s5diMK79kPE?t=3m37s
Here I've mocked up some simple shining animations for the blocks:
http://jsfiddle.net/60wuv5wo/
The GCW-Zero supports SDL 2 these days, so there's no reason not to switch.
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