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Author: Subject: Divtris Divtetris or something like that.... i hope...
MikeDX
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[*] posted on 26-2-2018 at 05:44 PM


Is there any chance you can share the prg with me so i can make a web version?
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[*] posted on 26-2-2018 at 06:08 PM


Quote: Originally posted by MikeDX  
Is there any chance you can share the prg with me so i can make a web version?


For now, many things are missing, but I would be delighted.
Por ahora faltan muchísimas cosas, pero estaría encantado.
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[*] posted on 26-2-2018 at 06:11 PM


I'm creating some sfx in wav/adpcm and it runs very well. (I tested in ogg too, but i prefer wav because i don't have too many programs to edit ogg).
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CicTec
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[*] posted on 26-2-2018 at 06:59 PM


Quote: Originally posted by Vortigano  
Hello, I think I found the reason why the div installation was running slower than the Gemix version. Apparently I was using the unload_fpg (0) load_fpg function too many times between few frames, and that slowed down the div version. Now I'm using load_map / pcx which are also recognized graphs at file0 although to download them i have to use unload_map / pcx instead, and with that the div installation runs fine. I still have not reduced the excessively large graphs of some fpg :P . In a few hours I will upload the latest version.

----------------------------------------------------------------------------------------------------------------------------------

Hola, creo que encontré la causa de que la instalación de div corriera lento y que la version de Gemix corriera normal. Al parecer estaba usando muchas veces la función unload_fpg(0) .... load_fpg entre pocos fotogramas, y eso ralentizaba la versión de div. Ahora estoy usando load_map/pcx que también son reconocidas como parte de file0 aunque para descargarlas tenga que usar unload_map/pcx en su lugar, y con eso la instalación de div corre bien. Sigo si haber reducido las imágenes excesivamente grandes de algún fpg :P. En unas horas subiré la última versión.

Hello Vortigano,

This is rather strange, the loading / unloading of an FPG should be much faster than N load / unload Map.

Have you tried to perform the same test with MAP in Gemix?
Do you notice any difference in speed between the FPG version and the MAPs version in Gemix?

Would you be able to get a small PRG with FPG and MAP to test? maybe it could help to meet some possible bugs with FPGs or routines related to the release version of DIV.

--------------------------------------------------------------------------
Hola Vortigano,

Eso es algo raro, la carga/descarga de un FPG deberia ser mucho mas rapida de la carga/descarga de N Maps.

Has probado a hacer el mismo test con MAP in Gemix ?
Has notado alguna diferencia de rendimiento/velocidad entre la version FPG y MAPs in Gemix ?


Te resultaria factible crear un pequeno PRG con FPG y MAP da testar ? quizas podria ayudar a encontrar algun posible bug en las routinas de los FPG o relacionadas para la version release de DIV.
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[*] posted on 26-2-2018 at 08:14 PM


Es que al usar map/pcx trato de aprovechar al máximo cada posición de map disponible en file0, en vez de cargar graph000 := el caracter "a" , luego graph001:= el caracter "b", luego graph002:= el caracter "c" ... cargo un solo fichero pcx con todos los caracteres graph 000 := abcde... Con lo cual no necesito cargar y descargar map/pcx de forma tan frecuente. Podés ver las fuentes en formato pcx que me creé yo mismo en divtris de la última versión subida, llevan por extensión "fntx" en la carpeta Fuentes, que serían algo así como una contracción de "fnt+pcx" (les cambié la extensión para asegurarme de no modificar accidentalmente los juegos de caracteres terminados). Luego el programa se encarga de encontrar cada letra y ordenarlas para que yo le pase los parámetros a una función de texto que había creado para poner efectos al texto, y se genera en pantalla el texto, usando mapblockcopy (file0, fichero de destino es un grafico generado dinamicamente, fichero de origen dicho graph000...)

[Edited on 26-2-2018 by Vortigano]
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CicTec
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[*] posted on 26-2-2018 at 11:48 PM


Ah ok, so yes, with this technique it should be faster than FPG, even if I do not understand why you load/unload the assets continuously.
----------------------------------------------------------------------
Ah ok, asi si, con esta tecnica deberia ser mas rapido que con FPG, aunque no comprendo porque cargabas/descargabas continuamente los assets.
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[*] posted on 27-2-2018 at 06:16 AM


Quote: Originally posted by CicTec  
Ah ok, so yes, with this technique it should be faster than FPG, even if I do not understand why you load/unload the assets continuously.
----------------------------------------------------------------------
Ah ok, asi si, con esta tecnica deberia ser mas rapido que con FPG, aunque no comprendo porque cargabas/descargabas continuamente los assets.


Because I didn't know how to use my own text function without depend on mapblockcopy and file0 (Because I like to use the new map as a quick canvas.)... so I was loading and reloading fpg0 because I wanted every fpg to be a pcx font. The program needed more than one different fontx at the same time and began to run slowly.
--------------------------------------------------------------
Porque no sabía como usar mi propia función de texto sin depender de mapblockcopy y file0 (es que me gusta usar new_map() como un canvas rápido). Así que estaba cargando y recargando fpg0 porque quise que cada fpg sea una fuente/pcx "fntx". El programa necesitó más de una fuente pcx al mismo tiempo y empezó a ponerse lento.
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CicTec
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[*] posted on 27-2-2018 at 09:51 AM


I see, the important thing is that you have solved the problem.
----------------------------------------------------------------------
Ya veo, lo importante es que has solucionado el problema.
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RKSoft
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[*] posted on 27-2-2018 at 12:27 PM


So, i had time to play your latest build and it rocks the house. Nice gameplay and graphics. Extremly nice work. :)
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[*] posted on 27-2-2018 at 02:06 PM


i'm very grateful to you!!! ^_^
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[*] posted on 1-3-2018 at 06:55 AM




Level select.png - 14kB Handicap Select.png - 10kB Playing.png - 46kB Mi primitive text box.png - 44kB Pressing Esc ends the game.png - 44kB

Well, this is the last build, I didn't have time to try all the program exceptions, but I think it's well written (the div debugger is great!)
It also has the first special sound effects added, made by me using cool edit pro and other sound generators. No sound or image was downloaded or ripped from another part. Also the bugs were made by Vortigano.
---------------------------------------
Bueno, esta es mi ultima compilación, no tuve tiempo de probar todas las excepciones de programa, pero creo que lo escribí bien (el debugger de div es genial, mi herramienta preferida del ide).
Tiene también los primeros efectos de sonido, hechos por mí usando cool edit pro y otros generadores de sonido. Ningún sonido o imagen fue descargada o ripeada de otro lugar. También los bugs fueron hechos por Vortigano. Un gran saludo, llegarán novedades cuando sea el momento ^u^)/ Saludos!

Bugfixed ver divtris20180301_2 (editing textbox bugfixed)


[Edited on 1-3-2018 by Vortigano]

[Edited on 1-3-2018 by Vortigano]

[Edited on 1-3-2018 by Vortigano]

Attachment: DIVTRIS20180301_2.zip (2.2MB)
This file has been downloaded 459 times

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RKSoft
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[*] posted on 1-3-2018 at 04:00 PM


Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!
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[*] posted on 2-3-2018 at 06:49 PM


Quote: Originally posted by RKSoft  
Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!


Hi RkSoft, you are right. I didn't add extra items because it's my first tetris like game, but i see that you trust me, so i'll do it.
Sorry for my absent, i've lost my access point to internet where i have the pc for the divtris development (some proxy issues). Now i'm in my electronics workshop, i've found some bugs about some texts id process in divtris, i have the solution but here i don't have all the divtris files. I'll try to make in this pc my new development space.
------------------------------------------------------------------------------------
Hola RkSoft, tienes razón. No agregué extra items porque es mi primer juego de tetris, pero veo que confías en mí, así que lo haré.
Perdón por mi ausencia, he perdido mi punto de acceso a internet donde tengo la pc para el desarrollo de Divtris (algunos problemas de proxy). Ahora estoy en mi taller de electrónica, he encontrado algunos errores sobre el proceso de identificación de algunos textos en Divtris, tengo la solución, pero aquí no tengo todos los archivos Divtris. Trataré de hacer en esta pc mi nuevo espacio de desarrollo.

[Edited on 2-3-2018 by Vortigano]
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[*] posted on 2-3-2018 at 07:00 PM


i know too, that i have to normalize the sfx volume :P there's a lot of things to do.
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[*] posted on 6-3-2018 at 06:06 PM


Quote: Originally posted by RKSoft  
Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!


-- News --
1: Added a "Get Ready" banner.
2: Blue key glitch fixed.
3: Texts id correctly administered.
4: When a player cancels his name input, his name changes to "canceled" and loses all his statiscs.

-- Known problems --
...

Attachment: DIVTRIS20180305.zip (2.3MB)
This file has been downloaded 464 times

[Edited on 8-8-2018 by Vortigano]
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RKSoft
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[*] posted on 10-3-2018 at 02:30 PM


So, i played your DIVTris a while and its amazing, again. Thanks for adding a "GET READY" message. Great work :)
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[*] posted on 12-3-2018 at 08:07 PM


I must create other fnts, add bonus items. I have an ai script for the computer demonstration ... and I was thinking of remodeling the game and making it possible to play against the PC. But I dont want to lose my goal of making my simple first "divtris". Maybe it would be possible to play against the computer in other future version, and now it would be better to listen suggestions and comments.
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[*] posted on 12-3-2018 at 08:11 PM


Anyway, I find video game programming fascinating, it doesn't matter if it's about fights, wars, puzzles ... and it doesn't matter how long the project takes.
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[*] posted on 13-3-2018 at 02:45 PM


Game programming is a very interesting thing in my life. So, i know what you mean :).

@DIVTris
When your game is complete, you can make DIVTris 2 with 2 player support and much more. You can make a game like Warios Woods or Columns with your engine. :)
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[*] posted on 13-3-2018 at 02:58 PM


Thank you very much, you developers are the ones who really know about this, and I'm trying to follow your steps :)
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[*] posted on 30-3-2018 at 10:24 AM


Hello Vortigano,

As promised I tried the game (I finally reinstalled windows), here my opinion:
- The graphic effects present in the menu and in the game are well made.
- The fluidity of the game is quite good.

Possible suggestions to improve the game:
- The A-S-D controls for the movement I think are superfluous since you can also use the arrows, also are too close to the Z-X keys for rotating the pieces, if the game remains in single player I think it is more appropriate to delete them.
- The pieces that fall from the frame should have a Z above it (or if the frame is a process have a lower Z) so as to have a more realistic effect of the scene.
- Sometimes the new piece remains locked at the top, however the game seems to continue (as if the rendering remained blocked).
- When a new row of pieces is destroyed, the effect of eliminating the line and moving the other pieces should be a little faster, to keep the dynamics of the game more fluid.

For the rest you are doing a great job, congratulations.

[Edited on 30-3-2018 by CicTec]
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[*] posted on 12-4-2018 at 08:36 PM


Hola estoy con problemas economicos a causa del gobierno argentino, esa es la principal causa de mi distanciamiento del foro :(
Regresando al tema de proyecto Divtris, muchas gracias por las críticas positivas.
> El control por [A-S-D] lo había usado para poder probar la instalación del divtris en una notebook antigua que tenía las "arrowkeys" rotas, y desde entonces ese trozo de código quedó abandonado, y es cierto, debe ser anulado (tengo la intención de dar la opción de configurar el mando desde un menu).
> El lienzo donde aparecen las piezas de divtris es un solo proceso, donde las piezas se pintan y se borran en cada frame. He planificado mal ese lienzo, y no concideré que la zona donde se generan las piezas nuevas no puede ser la zona muerta (donde si alguna pieza ocupa la zona el jugador pierde la partida), el problema es que todo el juego está sujeto a una matriz bidimencional del tipo MAPA_DIVTRIS[fila, columna] y no he definido la zona de spawn de piezas, con lo cual debería modificar todas las partes del código para añadir la nueva zona de spawn, con lo cual todo se vería más realista.
> El calculo de velocidad de las piezas que se incrementa con el avance de los niveles utiiliza numeros enteros y divisiones, con lo cual a niveles altos como no puedo utilizar numeros decimales no se puede seguir aumentando la velocidad XD, ese es otro motivo para reescribir una buena parte del código (aunque sería menos engorroso que el punto anterior) por cierto no voy a aumentar los fps para que parezca que las piezas van más rápido, no quiero depender de los fps para controlar la velocidad, tengo una solución alternativa para no depender de los fps probada en un borrador.
> El editor de texto no me ha gustado, existe la posibilidad de que en su lugar aparezca un teclado pequeño en pantalla con los caracteres que se puedan escribir en la caja de edición de texto de editar record, eso me parece más bonito.
> Reducir el tiempo en borrar las lineas completadas no sería mayor problema :)

Con todo esto creo que lo mejor es reutilizar todos los graficos y sonidos (tengo una versión no subida de divtris donde se puede configurar el nivel de volumen de cada efecto de sonido, escribir/leer un archivo de configuración a disco y otras cosas más), luego tengo que rediseñar la estructura general del programa, ordenar funciones, eliminar variables globales innecesarias y pasar más parametros a las funciones para que me sea más claro el programa así evito el tener que modificar variables globales desde cualquier parte del programa con resultados inciertos que luego traen muchos problemas.
El juego no está cancelado, estoy estudiando C a cada momento que tengo libre por mi cuenta, y sigo experimentado con el uso de ficheros en lenguaje div que me parece genial.
Además este proyecto de juego ha sido una mezcla de muchos experimentos de mi parte, a lo que traté de darle una forma, realmente sin mucha teoría, solo a base de prueba y error, con el manual de div2 en mano y varios ejemplos y tutoriales. ^_^
Un gran saludo, lo siento, no tengo tiempo para ponerlo en inglés, hasta ya me he olvidado de todos los puntos que escribí XD pero a la distancia sigo con el proyecto... tal vez un divtris_B con soporte para mouse, y que satisfaga todas las observaciones de rksoft cictec breadcaster y los demás eso sería genial.

[Edited on 13-4-2018 by Vortigano]
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[*] posted on 20-4-2019 at 09:10 AM


13-04-2018 ... 20-04-19
I'm working on this... i'm back. I learned a lot of things. :spin::spin::spin::spin::spin::spin::spin:
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[*] posted on 21-4-2019 at 03:57 AM


Great! It will be nice to have some company around here.
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[*] posted on 21-4-2019 at 03:32 PM


Quote: Originally posted by dom cook  
Great! It will be nice to have some company around here.
:cool::yes:
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