Tetris clone progress

posted in H3O + U-235
Published October 05, 2006
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After much head scratching/ banging my head against the monitor, i've managed to create something which resembles tetris. It isn't complete yet, still have to actually turn it into a game.
Progress so far..



Please ignore that box in the top left hand corner, i have no clue where it's come from and can't find any part of the code that tells it to be there.
The rest should be fairly straight forward since I think I've figured out how to implement it.

Whilst googling for solutions to some problems I was having I came across this. Seeing how much 'cleaner' and simpler SDL looks I'm tempted to ditch DirectX and go with it. On the other hand DirectX is pretty much an industry standard (from what I gather anyway), so it's probably better if I stick with it.
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0 likes 5 comments

Comments

ShoeStringGames
If i may make a reccomendation, try using XNA, its as easy as SDL but it has alot more functionality. Other than that keep up the progress, you have earned some ratings++. Another suggestion, keep posting screens/vids as much as you can, it definatly makes it better to check out! I tend to skip over really long text journals inless they have some visuals to draw me in, in which case I end up reading the whole damn thing, lol.
October 05, 2006 01:52 PM
Programmer16
Looking good!

One of the drawbacks of SDL is that it doesn't support hardware alpha-blending. I have to agree with ShoeStringGames on this one, XNA would be a great idea (if you're willing to use/are using C#.) It's easy to get up and running and works great.
October 05, 2006 05:50 PM
Programmer16
Looking good!

One of the drawbacks of SDL is that it doesn't support hardware alpha-blending. I have to agree with ShoeStringGames on this one, XNA would be a great idea (if you're willing to use/are using C#.) It's easy to get up and running and works great.
October 05, 2006 05:52 PM
Ravuya
I'm a huge fan of the SDL/OpenGL combination, and I have a relatively robust set of classes for managing that combination across platforms. You can get outstanding performance with a decent level of portability -- nothing beats doing a five minute recompile job and having your game run on every computer you can get your hands on.

I fully intend to write some HOWTOs for Windows IDEs once I get the chance, but it's seriously not that hard for Dev-C++ or MSVS.
October 05, 2006 11:16 PM
Nuklear
Thanks for the encouragement, really appreciated. Now that I can sometimes make things do what I want, I'm finding programming kind of addicting, so hopefully motivation shouldn't be a problem.

I think that I'll carry on using DirectX for this game atleast, because the more I learn about it, the easier it's becoming to use (obviously). There are so many choices in APIs (I think that's the correct term), I'll probably be doing lots of reading before choosing any one.
October 06, 2006 05:38 AM
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