- toastie, thank your for sharing your source.
- YMM, thank you! I changed this line and now it is already fixed and you can directly click "compile" without problems. I uploaded the new zip. I forget that, thank you!
- Hahaha, guesst. Watching your blog I'm not sure who is the fan. You have really good post on it. I enjoyed a lot this about procedural "Zelda". It is something I also thought about in the past. I've just seen your PM, I will answer you later when I'll be back from work.
- dphrygian, thank you. I own a DS myself too and it is true what you say. Some improvement I'm planning to make to this Tetris clone in another tutorial are:
* After a time delay pressing a key, the key moves without having to press again.
* If a piece is near to the boundarie and you rotate it, allow rotation with a little displacement.
* The piece can not be stored while pressing rotation buttom. And "the The extreme case is Tetris DS, which does some really weird stuff with rotations where you can keep a piece alive after it's touched down and sometimes make it worm up and over other blocks by rotating it properly." => sorry for copy pasting you, but I'm really bad at English and this sentece explain it perfectly
* Create the pieces completly outside, and no one-block inside the board. This is just changing the "y" displacements in the array.
* Rotation in serveral directions.
* Buttom for keeping a piece to use it later
* Showing more pieces.
* Stadistic (and not completly random) calculation of new pieces. If you have played Tetris DS you will see that in fact they are not random, it has some type of stadistic distribution in order to no to be waiting for a piece too much time.
Thank you for the feedback!