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PostPosted: December 21st, 2008, 12:27 am 
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Joined: October 7th, 2006, 4:50 pm
Posts: 3157
Location: MN, USA
My first game template: Pentads.
Code:
; Pentads - a ManyTetris.ahk template by jaco0646
; # is a directive (middle spaces allowed, trailing spaces not allowed)
; Empty line is ignored
; All the rest, piece definition where
; = is a piece state separator (when rotated)
; * is a beginning of a new piece

#Rows 24
#Cols 12
#BoxSize 30
#DropSpeed         600
#DropSpeedIncrease 6
#MaxDropSpeed      60

+++++
-----
-----
-----
-----
=
--+--
--+--
--+--
--+--
--+--

*

-++-
--+-
--+-
--+-
=
----
++++
+---
----
=
-+--
-+--
-+--
-++-
=
----
---+
++++
----

*

-++-
-+--
-+--
-+--
=
----
+---
++++
----
=
--+-
--+-
--+-
-++-
=
----
++++
---+
----

*

----
++--
-+++
----
=
--+-
--+-
-++-
-+--
=
----
+++-
--++
----
=
--+-
-++-
-+--
-+--

*

----
--++
+++-
----
=
-+--
-++-
--+-
--+-
=
----
-+++
++--
----
=
-+--
-+--
-++-
--+-

*

--+-
-++-
-++-
----
=
----
+++-
-++-
----
=
----
-++-
-++-
-+--
=
----
-++-
-+++
----

*

-+--
-++-
-++-
----
=
----
-++-
+++-
----
=
----
-++-
-++-
--+-
=
----
-+++
-++-
----

*

--+-
-++-
--+-
--+-
=
----
++++
-+--
----
=
-+--
-+--
-++-
-+--
=
----
--+-
++++
----

*

-+--
-++-
-+--
-+--
=
----
-+--
++++
----
=
--+-
--+-
-++-
--+-
=
----
++++
--+-
----

*

-+--
-+--
-+++
----
=
--+-
--+-
+++-
----
=
----
+++-
--+-
--+-
=
----
-+++
-+--
-+--

*

-++-
--+-
-++-
----
=
----
+++-
+-+-
----
=
----
-++-
-+--
-++-
=
----
-+-+
-+++
----

*

--+-
+++-
--+-
----
=
----
+++-
-+--
-+--
=
----
-+--
-+++
-+--
=
--+-
--+-
-+++
----



Laszlo wrote:
Pausing the script when the focus is lost allows cheating: just Alt-TAB to a small window somewhere let you think about the next move.
In my experience, this is not the case. When playing very fast levels, success comes from getting in a rhythm, which is broken every time the game stops, even momentarily. There are tetris programs that pause on loss of focus without penalty, as this is not considered a significant advantage.

Would it be difficult to add a directive for the game files that specifies how often the game speeds up? This way we could effectively define levels. I'm thinking of perhaps a #DropSpeedInterval whose parameter tells the game how many points to wait for before increasing speed (e.g. every 500 points).


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PostPosted: December 21st, 2008, 12:41 am 
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Joined: November 24th, 2005, 8:16 am
Posts: 851
jaco0646 wrote:
My first game template: Pentads.
Would it be difficult to add a directive for the game files that specifies how often the game speeds up? This way we could effectively define levels. I'm thinking of perhaps a #DropSpeedInterval whose parameter tells the game how many points to wait for before increasing speed (e.g. every 500 points).


Hey jaco0646
Nice to see a new template - going to test it in a few.
Of course it will not be difficult, let me just make sure I understand what are you looking for.
You would like to set something like this:
#DropSpeedIncrease 20
#DropIncreaseInterval 200

And this will increase the speed by 20ms every 200 points?
So this will in effect, make some areas of the game have constant speed (0-200, 200-400 etc.)

Yes?

EDIT:
Hey jaco - this is a sweet template!
I have changed boxsize to 26, so it will fit in 1024x768 resolution screens.
I will try to incorporate your idea, and include your excellent template in the next release.
:)

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PostPosted: December 21st, 2008, 2:34 am 
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Joined: November 24th, 2005, 8:16 am
Posts: 851
Version 0.17 is up:
  • Changed: Score will no longer be given for dropping a piece faster. This behavior is less relevant since we changed the hard drop to soft drop.
  • Added : Score can now be configured in the game template. If score directives are not found in the game template, we will use default values.
  • Added : A new directive #DropSpeedPoints. If set, will increase the speed only when the player gains this number of points. If this directive is omitted, we will use the original behavior - speed increases with every new piece (thanks jaco0646).
  • Updated: Game templates to include the new directives. If you have your own game templates, it is NOT required to update your files - older game templates will still function properly.

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PostPosted: November 28th, 2009, 7:53 am 
The link to this is broken and it's not on the website. Anyone have it?


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PostPosted: November 28th, 2009, 8:40 am 
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Joined: February 14th, 2005, 4:05 pm
Posts: 4710
Location: Boulder, CO
This is the copy I have. Might not be the latest, but works well.


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PostPosted: November 28th, 2009, 9:17 am 
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Joined: November 24th, 2005, 8:16 am
Posts: 851
Sorry about that.
I changed the site and forgot some older links.
I have updated the link in the first post, and here it is also.
Download

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PostPosted: November 28th, 2009, 11:36 am 
Thanks a ton!


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PostPosted: November 28th, 2009, 6:18 pm 
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Joined: October 7th, 2006, 4:50 pm
Posts: 3157
Location: MN, USA
I drew a ManyTetris icon for anyone who compiles the script. :P

Image


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PostPosted: November 29th, 2009, 6:03 pm 
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Joined: October 26th, 2009, 6:29 am
Posts: 362
Question: Why not use ahk.net for hosting the download? Just wondering...
Very very nice find btw


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PostPosted: November 29th, 2009, 6:13 pm 
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Joined: November 24th, 2005, 8:16 am
Posts: 851
I have an ahk.net account, i think....
but i have tons of hosting space and I sync all my uploads with FTP sync software, I guess it is just a little more convenient.

I changed the URL structure of the site several times, but I usually make sure I still maintain redirects for the old URLs - at least for the popular ones. This link fell under the radar... :)

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