Sorry for being little aggressive...
Sorry, I'm on a bad mood today...First I get 20 angry replies about one thing, get caugth of playing your game in school (it's great btw! Only game this year that got me addicted too much at school...) and haven't slept enough.
Anyway, make the game better in next version ;)
The Probably Highest SCORE!!!!
Hi Everybody!
I'm pretty sure I got the highest score ever archieved without cheating! I have about 18000 points 921 reactions and I am in level 92, and the game is paused!
THIS IS NOT POSSIBLE! ... normally but I'm there. Normally the highest thing I get is 10000, cause it's getting real fast then. But In the Moment I have Napster, Windows Stadard CDPlayer running, that slows down the game that bad! This shows, that v1.4 shouldn't be the final version!!! It slows down very easy, even though I don't know what the processor time is used for in this game! It doesn't even need masking! Ther should be something, that tests if there was to much time used, and so speeds it up more, even though there would be the danger of moving two blocks at once! or does this game just use a TIMER (EVIL!!!!!) that doesn't get the events cause I'm doing some stuff?
THAT REALLY SHOULD BE FIXED
btw. I think I really should stop playing now!
Not working in very slow computer...
I tested the game in my friends 486/33 with 8 MBs of RAM...It runned quite fine on slower levels, but when it raised high enough, the game didn't read keyboard all the time! It's VB I think which causes this. Just checked it out...
Well it works on a 486/66!
Yeah, yeah. This is a public beta. Or at least it is now...
Anyhoo, I'm working on the DX varsion of the game (like I said) and that ought to fix all the speed bugs, &c. The game uses the Sleep(Msec) API call, so is there a more stable way to get accurate delays? I'm thinking GetTickCount, mayahp? I'll have to look into it.
~Zero the Inestimable
speed increase in the game
the dealy between the pieces movement could be modified to work with this formula:
I'm not sure but in the game it seems like the speed gets so fast it's impossible to control the game, after a certain level. This should fix that problem
k/t0 is the initial dealy
k is the general speed increase rate and
t, the level.
Don't use sleep, gettickcount is good for the dealys, in the beginning of the gameloop Set a target-time by doing:
Code:
target = gettickcount + k / (t0 + t)
in the end of the gameloop, youve drawn the scene and checked all combinations, you do
Code:
do while gettickcount < target
doevents
loop