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blockinger's Introduction

Thank you for using Blockinger.

Music by Pornophonique.
Music License: Creative Commons BY-NC-SA 3.0 DE
Artwork and Sound Effects License: GNU GENERAL PUBLIC LICENSE Version 3
Software License: GNU GENERAL PUBLIC LICENSE Version 3

Scoring
-------
Basic points per cleared line are:
100 points for 1 line,
300 points for 2 lines,
500 points for 3 lines,
800 points for 4 lines (called "Tetris").
Scoring consecutive Tetrises provides 400 bonus points per Tetris.
Additionally the player receives a bonus score for using Soft and Hard Drops. Soft Drops award 1 point per dropped line, while Hard Drops award 2 points per dropped line.

Levels
------
Levels are a measurement of difficulty.
The speed at which pieces automatically drop down increases by 10% per level.
The current level increases after clearing 10 additional lines.

Vibration
---------
There are some problems with the vibration functionality that can occur on a few devices.
Also most tablet devices don't support Vibration at all.
If your device does support vibration but you don't notice the button vibrations, you can increase the vibration duration.
This setting is called "Vibration Delay Compensation" and can be found under advanced settings.
The duration of button vibrations should be adjusted to be just barely noticeable.

APM
---
APM means "Actions Per Minute".
This is a measurement of the player's finger speed.

FPS
---
FPS means "Frames Per Second".
This measures the frequency of display updates. Low FPS can be notices by slow reactions from the game and choppy displaying.
High FPS on the other hand consume more power. A good trade-off between display smoothness and power consumption can be achieved between 25 and 35 FPS.
FPS can be limited in advanced settings.

Randomizer
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7-Bag-Randomization:
  Generates randomly permutated sequences of all 7 pieces. This means, that the player can never encounter 3 identical pieces in a row.
Plain Random:
  The next piece will be independently generated at random.

Resumability
------------
An interrupted game is resumable as long as the "Exit" menu entry from the main menu was not pressed.
    

blockinger's People

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blockinger's Issues

nomusic gone?

Does this mean that the current master branch no longer uses non-free (CC-BY-SA-NC) music in-game?

Thank you!

i hope that i can make ios ver!

i love your game, and i've played it for more than 3 years(from moto milestone2 to oneplus 3t)
and i changed into iphone 2years ago, but i cant play it on ios platform any more,
nowadays i become the front-end engineer, but i dreamed of bringing it to ios for the free version,
let more people enjoy this wonderful game(ea tetris sucks)

Vector icon

To add proper OUYA support I need the icon in size 732x412, which is larger than all the .png files in the repository.

It would be nice if the icon was available as vector image file.

Save last player name

If the player sets his name, he has to type it again when he starts the game again.

Is it possible to save the name for the last player? So that it automatically sets the name the next time playing.

Saving Blocks for later

Some tetris games have a feature that lets the player save a single piece for later. Such a feature would greatly enhance the game imo.

UTF-8 compatibility

Hi, just to say, your source files are full of non-UTF8 characters, which makes it hard to build on another environments.

Music (not quite an issue)

Hi, I was wondering if you could link to the midi file for Sad Robot by Pornophonique. I wasn't able to find it. Awesome game, by the way. One of the best clones I've played. Thank you.

Screen burn-in on Super AMOLED

I just played Blockinger for the first time for about 15 minutes. After the game closed, I noticed the game buttons had been burned on to the screen. Apparently this is something that can happen to Super AMOLED (or simply any OLED technology) screens. An explanation for the cause begins here in this thread:

http://forums.androidcentral.com/sprint-epic-4g/34170-question-screen-burn.html#post401245

My issue was only temporary but noticeable because of the high contrast between the white buttons on the black blackground. Decidedly, I could fix the problem myself by turning the brightness down on the phone (it's supposed to automatically adjust to the ambient light but it doesn't). But you may want to provide an option to change the button colors to further alleviate this issue or just change the button colors to a light grey or blue or whatever you like to lessen the contrast a little bit.

One other thing: How about making the fast-drop button a different color from the rotate buttons? Several times I forgot which buttons were which and accidentally dropped pieces instead of rotating them. I don't have time to look at the button icons so a different color would make it stand out better.

Beautiful game, BTW.

Add to F-Droid

It would be handy to have this app distributed through F-Droid. Do you think that would be feasible?

Bug in grid size calculation causes display clipping when targeting SDK >= 24

Hi, I know this repo is unmaintained but leaving this here for anyone in the future who comes across this.

The latest released version of this app targets Android SDK 17 and works fine when installed from F-Droid. For some reason though, it doesn't use all the vertical space on my phone, about 15% of the bottom part of the screen below the game display is blank. This also occurs if I recompile the app targeting SDK versions below 24 (Oreo).

When I changed the target SDK to 24 (Oreo), the app could use all the available screen space. However it caused the edges of the tetris grid and status display to get cut off on my screen. After some time debugging, I discovered the offending line of code:

app/src/main/java/org/blockinger/game/components/Display.java, in function doDraw()

int size2 = (int)(((c.getHeight()-1) - 2*columnOffset)/(columns + 4 + host.getResources().getInteger(R.integer.padding_columns)));

This line calculates the grid size necessary to fit within the available horizontal space. However, it incorrectly uses c.getHeight() instead of c.getWidth(). When I changed c.getHeight() to c.getWidth(), the problem was fixed.

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