Tetr.io(tetr.io) |
have webdev lost their mind?
other than this issue, i love the concept, the art style is kinda nice too, it's tetris, but there is a fresh and modern look, i like it
fix the input lag issue, and you get all my support!
In fact, there's a whole list of open source dependencies at https://tetr.io/about/acknowledgements/.
I used to play Tetrinet years ago, and I loved it!
Note that if there are others like me who have never set foot into game dev and are curious, there is the CS50G Introduction to Game Development at [1].
[1] https://www.edx.org/course/cs50s-introduction-to-game-develo...
This is the coolest web game I've ever seen. So fast and smooth even on my ancient laptop.
I didn't know you could do this in a browser. Now I want to see a Subspace remake to complete my 90's nostalgia trip.
If you're interested to learn more there's a couple sites that teach advanced techniques ( https://four.lol and https://harddrop.com ).
I've also been playing this game for about 4 years and I'm nowhere near that level, but the progression you're able to make by learning new techniques is still very rewarding.
Obvious example: https://acko.net/
But I will never know as I cannot allow myself to be drawn back into that black hole of Tetris addiction.
I found and played Quinn and really wanted to play with others so I reached out to the developer to ask whether there was a community of players anywhere and that led us to a conversation about building the site and system. It was great fun.
[0] https://web.archive.org/web/20121217095902/http://www.simonh...
[1] https://web.archive.org/web/20090326045241/http://www.simonh...
From: https://tetr.io/about/
On a related note, I think screenshakes are extremely overused in indie games. It's so cheap to add that it cheapens the games.
- Threw a grenade? Boom. screenshake.
- Shot a bullet? Boom. screenshake.
- Picked up an item? Boom. screenshake.
- Let out a big sigh? screenshake.
- Physically shook your display? Double screenshake.
- Rolled your eyes at all the screenshakes? There's a screenshake for that too
In StarCraft, the screen didn't shake even if you dropped a nuke on someone else's base. I guess the good folks at Blizzard at the time didn't watch that one GDC talk, "Juice It or Lose It", so they had to come up with a different way to make a good game.https://youtube.com/watch?v=lE_UHhqAd1c
(Yup, still feels so much longer than ~6 minutes. Crazy...)
Browser: Brave Browser 96.1.33.106 OS/Kernel: Linux hostname 5.10.88 #1-NixOS SMP Wed Dec 22 08:31:00 UTC 2021 x86_64 GNU/Linux CPU/iGPU: 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz
Neither of these are particularly weird specs for using the web.
Perhaps your browser isn't using hardware acceleration properly, or something like that?
It's more like a simple version of Puyo Puyo or Puzzle Fighter.
Thank you for having an anonymous mode!
edit: After playing and watching a bit it's very obvious that if you want to win you'll have to use a bot. A quick google search turns up a a couple pre-made bots you can download and start running yourself. It's fun to see bot vs bot in the multi-player quick play.
The NES version is much less forgiving when it comes to rotation, locking, random generator, etc... It also has a single preview, no hold piece and no hard drop. At high level, a major challenge is to move pieces fast enough to reach the sides, including a technique called "hypertapping" where you mash buttons extremely quickly to move the pieces faster instead of just holding a direction.
Modern Tetris is much faster. At high level, you get to "20G" mode, where the pieces drop immediately and you have to rely on the lock delay and rotation system to move pieces around. Later versions introduced T-Spins as an alternative to Tetrises for high scores and attacks in multiplayer.
Tetris 2 for SNES is different (goal is to clear certain colored blocks for each level instead of just not dying). My wife and I found it to scale well for our differing video-game skills, as I tend to be better than she is.
Yep, bots galore. A simple Google search turned up an open source bot on github[1], meaning there are probably better bots hidden within the community.
Ugh. So many online games today are ruined by cheaters.
Being good in your household means basically nothing for an online game, especially one like Tetris. Games like this, the skill ceiling is insanely high, if you haven't seen high level play before then you're probably drastically underestimating what humans are capable of.
Other competitive game genres are like this too. Compared to 'good in my family' players for FPS games, top tier pros will basically look like they're running an aimbot. I'm big into Starcraft and the pros for that game look similarly insane when you watch from their perspective, with how fast they are at context switching.
More importantly, there's just a lot of people who are really good at Tetris. Once someone practices enough, they naturally become faster because of muscle memory, up to levels that seem superhuman to beginners[1].
In short, it's far more likely that the people you played are just players who have practiced a good amount, rather than bots that have somehow remained undetected.
[1] happy to 1v1
https://www.youtube.com/watch?v=4OFq31lek2g
[1]: https://twitter.com/jstrisgame/status/1424548438096683011
it’s insane how good you can get in so little time tbh
And there is a precedent - https://en.wikipedia.org/wiki/Tetris_Holding,_LLC_v._Xio_Int.... - Tetris sued a developer of iOS game, and they apparently have precedent about "look and feel".
Add the name that is intentionally similar to "Tetris" and I don't think they have snowball chance in hell to win if they decide to go after them.
The gameplay itself and the rules are not copyrighteable, but "look and feel" is.
From wikipedia:
"Wolfson discussed which aspects of Tetris were copyrightable as expressive elements, and which aspects are part of the general idea that cannot be protected by copyright. According to Wolfson, copyright cannot protect the idea of vertically falling blocks, or a player rotating those blocks to form lines and earn points, or a player losing the game if those blocks accumulate at the top of the screen. However, Wolfson determined that several aspects of Tetris qualify as unique expression that is protected by copyright. This includes the twenty-by-ten square game board, the display of randomized junk blocks at the start of the game, the display of a block's "shadow" where it will land, and the display of the next piece to fall. Wolfson also granted protection to the blocks changing in color when they land, and the game board filling up when the game is over."
Probably because Tetr.io is non-commercial ?
* https://www.reddit.com/r/Tetris/comments/ka43wx/tetra_online...
* https://www.reddit.com/r/androiddev/comments/1vzwe8/got_a_dm...
To prevent this, TETR.IO is self-published (not on Steam, etc.) and has many pillars it stands on. This makes it nigh-impossible to take down with a simple DMCA request. To take down TETR.IO, you would need to start a court case. And then, the developer can keep their game up in the meantime, as then, the game is innocent until proven guilty, instead. The Tetris Company has not sent any legal message to TETR.IO, and I personally doubt they ever will. It's important to remember that if TTC loses such a case, they would go out of business. The only business TTC has is selling their (snakeoil) Tetris License. Such a license would become nearly worthless if it was proven the trade dress isn't real. So, they would probably rather just keep an eye on me. In fact, I wouldn't be surprised if they'd rather sell a license to me, as that would be far, far less risky for them, unlike sending an email to Steam.
[1] https://en.wikipedia.org/wiki/Tetris_Holding,_LLC_v._Xio_Int....
Meanwhile, "arcade" style games like platformers, bullet hells, puzzles (tetris etc), turn based card games, etc need to juice up the moments when important things happen (because these aren't games full of subtlety moment to moment), and don't have a crazy amount of complex information on the screen that gets sacrificed in a screenshake.
To note, Hearthstone and Diablo III both have plenty of screenshake, although I believe you can turn them off (and many indie games heavy on screen shake offer this option too).
Juice is indeed very important to make games "feel" good, but perhaps more devs need to ask "is the juice worth the squeeze?" to not turn off players like you.
You can even adjust key repeat speeds, manual drop speed and everything related to game play. It's extremely versatile in that regard and easily the top 1 tetris clone in my opinion.
No need to be snobby. For the record, I'm in my 30s, and I disagree with the central thesis of your comment.
This is also true for TGM 1, TGM 2 adds sonic drop but still only has 1 preview.
But yeah it was just a suggestion since the TGM series is not as popular as NES or Guideline but offers a very different experience!
It's not the only Tetris game with big lobbies. An earlier popular one is https://jstris.jezevec10.com/
Sounds pretty Tetris 99.
I can barely even register the next piece at that speed, I wonder if these players are mostly just visualizing the board in their mind. Doesn't seem possible to be looking at both the upcoming piece and the playfield at this kind of speed.
The bottleneck isn't the keyboard input. Pretty much all top players use ARR 0 and 2-step finesse[2] (or something close to it), which means you can position any piece where you want in 2 keystrokes at most, plus 1 more to hard drop it. And certain stacking styles (e.g. 6-3 stacking[3]) lend themselves well to not requiring the full 2 keystrokes pretty often, so in practice you end up with ~2.6 keys per piece instead of 3. A typical DAS for a pro player (e.g. someone like Firestorm) might be somewhere around 70ms. So if we roughly estimate 100ms average per piece (70ms to DAS, with some extra for the sometimes-needed rotation and hard drop), that would be ~10 pieces per second, which is well over the ~6.5 PPS in the record sprints.
The physical pressing of the keys also isn't really a bottleneck. Keys per second in the top sprints is ~16. I just mashed my movement/rotation keys into `time | wc -c` and got ~35 KPS after 2 beers, and I don't even have a particularly gaming-focused keyboard.
The bottleneck also isn't reaction times. Someone might trot out a hastily-googled 250ms as a typical human reaction time and claim 100ms per piece isn't possible, but good players aren't reacting to each piece as it comes -- they're using the previews (and hold) to react to the piece that's coming 4-5 steps in the future, which is closer to a second away.
It's really just about how fast you can process the upcoming queue and still stack cleanly.
[1]: https://harddrop.com/wiki/DAS [2]: https://four.lol/mid-game/finesse [3]: https://harddrop.com/forums/index.php?showtopic=2985
I can see now how this becomes a much more organized and deterministic game with these changes, allowing players to plan their moves and inputs precisely so that they are barely need any visual feedback to confirm the state of the board, allowing them to queue up multiple moves in rapid succession.
Of course I’m sure it takes a lot of training and practice as well!
That's because the NES Tetris has considerably different mechanics. NES Tetris simply wasn't built for fast play. The DAS, piece locking, RNG rules etc. are very unforgiving, so the players are doing most of the work fighting against them instead of finding piece placements as fast as possible.
Do you think, for example, that he is not in a good position to write about the oppression of minorities?
I looked at a couple of his other articles, and despite being a good writer, there's some subtle, and not-so-subtle, points he misses. E.g., in "Storms and Teacups", he thinks that Jezebel celebrating women's "equality and self-determination" means they are hypocritical to criticize Michelle Williams for dressing up as a Native American, and the fashion industry because they "didn't objectify a woman in a tasteful enough fashion".
This shows he doesn't understand that 1) "equality and self-empowerment" are not to come at others' expense, an unstated, but real, caveat, he seems to have missed, and 2) criticism of an industry doesn't have to involve every possible complaint all the time. That's just editorial focus.
Ironically, towards the end of the article, he says "We don't want to talk about the full complexity at play here", while parroting standard responses. I'm 99% sure he spends his time digging up things that confirm his viewpoint, locating the 1% of outliers that support him, and no time engaging with the scholarship of the majority of the other side. It's like trying to talk about racism using only Candace Owens' talking points.
Try to instead give it five minutes[1], digest and understand the content, and rise above the faith-based scientism that is the likely cause for increased anti-vaccination sentiment.
[0]: https://youtu.be/5iABaxRWGxk
[1]: https://signalvnoise.com/posts/3124-give-it-five-minutes
I've given five minutes to the thought that being an anti-vaxxer in the middle of a pandemic when vaccines are provided to you for free and at the point that only very long term effects can be a concern is comparable to being a jew in nazi Germany, and I still think it is atrocious, sorry.
But I mean, there's only so much you can talk about when "faith-based scientism" is used for vaccines.
> It's like trying to talk about racism using only Candace Owens' talking points.
Are you so sure you aren't guilty of this yourself? How much Thomas Sowell or John McWhorter have you read?