No new updates to share… I realized I need to be able to detect tetris combos and b2b chaining for calculating scores and garbage to send during 1v1 play. So I am working on this, it’s just more state complications. I figure this is the last work needed for solo play anyways.
More progress being made today and yesterday! Wasted hours trying to figure out why the game Heartbeat started dropping from 60fps while a long game of tetris was being played
Thankfully I used the ScriptProfiler to narrow it down to my main Provider/Reducer (I’m using roblox-ts and Roact) where I didn’t have a dispatch call wrapped in useEffect correctly so it wasn’t cleaning up correctly between renders.
More progress on core mechanics:
- Hold piece
- Visualizes next four pieces
- Added two rows of negative space at the top of the board
- Switched to SRS for rotation positions
Getting close to having all the functionality ready for me to do matchmaking… and making it look nice
(3/3) I'm using roblox-ts and Roact+Reflex for passing context around the app. I'm focusing first on the basic gameplay mechanics and extendable control systems. Then I can make it super snappy and satisfying and give it some Roblox flair with a 3D hub.
(1/3) Last week I started a Tetris-inspired game. The true aim is to support the competitive 1v1 leagues I've seen online.
I watched my younger brother-in-law play tetrio all winter break and was inspired by how addictive it was to watch him play.
(2/3) This is a slightly outdated progress video, but it was super satisfying to finally render the block stacking after grinding out state management logic. #RobloxDev
I definitely need to update the Readme's for these packages if downloads continue to pick up. They are probably a bit outdated or at least don't highlight every improvement I've made recently
UIBlox on the other hand has been useful in making my Roact component development as re-usable as possible... especially with my theming system that makes assigning styling more like HTML classnames (kinda).
https://t.co/arYtN1wQu4
The createstyles+makestyles functions make defining "classnames" easy. Then I can use a classNames helper method to combine styles or conditionally apply them based on states.
Eventually, I plan to make my storyblox package into a plugin. It's already sped up a log of my UI development in projects. It feels much more natural to me since I already have experience writing stories for React-TS web projects
https://t.co/XiGYrhNPjS
At the end of last year, I implemented a 2D cell-based pathfinding system with a visualization UI. It has a few algorithms -- Dijkstra, BFS, DFS #RobloxDev