Great use of Obi Softbody there ;). Would it be ok with you if we featured this video in Obi's official forum? ("made with Obi" section). Keep up the good work!
Please, go ahead! Thanks for reaching out. I'm really enjoying working with your product, the tool is great and you provide amazing support. I highly recommend it!
True, but the game would be basically unplayable without the locking mechanic. Plus, the softbody physics still drastically change the way the game is played
I wont lie, I watched the video all the way up until the reminder to like/sub, and then when i looked at your sub count, i was shocked. The amount of effort put into this video, I didn't even think twice as to if you were a big youtuber or not. Really awesome work.
@@MiklPickle Legit the video quality is so far above and beyond, I just assumed he was at like 100k~ subs. This guy's gonna go places if he keeps it up!
A bit of constructive criticism if you will: You seem to have arrived at pretty much the same game that has been mentioned a million times in the comments at this point, that being "Not tetris". I would argue this is due to the "locking up" of pieces you described, basically removing the core of the game - soft body physics. I understand that you were trying to make a game out of the videos you saw on RU-vid, but you then essentially bailed out of it by all the constrictions given. The choice of not cutting the pieces by a plane to keep the game more rigid was probably one of the few things that could've made the final prodcut retain at least some of the original intended ideology. Obviously you can't make mechanics like Tspins very well since you're working in a non-discrete environment, but the fact that soft-drop is not included feels very weird, since it's just a matter of adjusting the gravity for the currently handled piece. From the constraint of performance issues that you've been present with can also arise a decent idea. Making soft body physics in a 2D environment is much less resource heavy and much simpler to make as well. It would accomodate the original idea neatly while making it both less of pain to make and to run while still keeping the spirit of tetris alive. Who knows, with some clever rendering tricks with some background softbody tiles being tied to the frontground main soft body pieces, you could maybe even achieve a similar feeling 3D effect. All this being said, it was a pretty fun video to watch nonetheless, thanks for the upload!
9:10 well when the pieces lock like that, this doesn't at all resemble the softbody tetris videos! this is closer to Not Tetris, since it's free position/rotation and fuzzy clears (although Not Tetris chops each piece on the clear axis, not nicely into smaller pieces like you do)
I would love an alternative version that had the original bouncyness (where the pieces did not stop moving after landing) You could make the "gap allowance" bigger, to make it be still fun. Or a couple of different "difficulties" where it allows you bigger gaps and each player can choose how easy they want it
Awesome stuff! The lack of grid movement in these softbody animations always reminded me of "Not Tetris" (basically the original Tetris but the pieces don't snap to the grid), so it's awesome to see that together with the softbody physics! Nice job :)
don't worry man, the algorithm is working (at least a bit) I started googling stuff about devlogs a few days ago and this got recommended to me!! loved the idea, editing, everything. cheers!!
I'm so glad that you're gaining so many subs and views so fast. I know that you have what it takes to make your channel big and successful, because you've already demonstrated it. I love the video about single player chess. I managed hippodrome and four corners in 22 moves, and opposite corners in 18. Perimeter in 39 but I'm sure all of those can be done much more efficiently.
pretty sure you missed the part in the videos about this that make the Tetris pieces go into their location to fit in place like regular Tetris, thus making them not go in weird angles
You don't need to rempve rotation completely. Just change the friction between pieces and walls, so they easier fall into places that align them. edit: I think lower friction and higher rigidity along straigt parts.
Oh my god this is the most underrated channel I've ever seen in my entire life I thought you had millions of subs... WELL THEN, since you don't, I'll subscribe so you're 1 person closer to a million. Great quality vid and game.
I feel like the main issue now is that the tetrominos have to much friction. Having less friction would allow the pieces to more easily slide into eachother, like in the C4D4U videos.
You should look into Not Tetris. It cuts pieces exactly how you describe at around 4:08 and it works just fine, given about a one-block-wide forgiveness threshold.
Can't wait to see more, hope your channel booms! I seriously thought you had 1000 times the subscribers and didn't think twice, I misread it at first. Criminally underrated channel!! I'll be checking out that adaptive music video then :D. Really, really cool stuff you've got going here. Oh, and that jelly guy is hilarious to me. Floppy Red as the channel mascot? 😂
When I saw your video/channel/content, I thought you had more than 10k subscribers, but the fact your so small, it’s insane! I got recommended to your channel, so I think you might start getting famous soon…
Is it alright if I use this as a base to try and make my own soft-body Tetris? I'd like to see just how many of the Tetris rules I can successfully implement.
@@NewbieIndieGameDev I think I'm gonna have to start from scratch, actually. All the tools I can find to decompile the game are either too expensive or unwieldy. Besides, to deal with the lag problem, I was intending on making it a 2D project anyway. I'll post a link here when I get it done!
Ayo, this guy only has 220 subs??? MY MAN THIS IS AMAZING FOR SUCH A SMALL CHANNEL And as a decently experienced tetris player myself, this is a really interesting version of the game :D
honestly I feel like most of those mechanics that you avoided adding would've have worked in softbody tetris anyway lmao this is really nice c: and really pretty!
Nah I don't like this approach much. It would be cool when it would be like the original but the pieces actually have to rely on gravity to be get a functional piece for clearing a line. I MEAN it's kinda what I would like it to be but bot quite there. But pretty good! I like the video tho :)
i haven't seen the full video but i can see the clearing line almost like the game not tetris 2 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8edwWVSHsrY.html edit: you said that but you didn't do it like that
When I seen this the first time I thought It was with like, 500k views but this is SO UNDERRATED! I'm glad recommendations picked up on you, huge guy. Glad to be here In the begining Also sorry for the bad language I'm not from English speaking country
It''s at least better than Tetris 3D for the Virtual boy In all seriousness this is a great game! I've been having a lot of fun with it, and the gamplay is interesting. The two changes I would make are: 1. For tetrimos to not stick to the sides of other tetrimos while you are dropping them, since it will often count the piece as "placed" even though it hasn't touched the ground.This will automatically drop the next piece, removing any further input. 2. There also needs some leeway for when a piece touches the ground for you to "slide," allowing you to move them a few tiles across the ground. This is an important mechanic that is essential for placing pieces under one another. Again, I loved the game a lot. These are just nitpicks from someone who has played a lot of tetris.
Thank you very much! Indeed the game is missing these mechanics (and more, as you probably noticed), I just felt it was enough for me to learn about the topic and to share here with you. But I completely agree, I would need to work on all of those to get it to the next level. Thank you so much for the feedback!
Perhaps this would improve the game: 1. remove friction between pieces, but have max friction on the ground 2. lock piece orientation once it touches another piece 3. let pieces settle naturally, with no friction it'll form good enough foundation. 4. reduce area to have nearly no gap margins. with no friction pieces will be able to slide into places better.
Instead of casting rays to check for blocks for a line completion, you could use a grid system. The tolerance of the line clearing would then be decided by the size of the squares in the grid.
I think locking the pieces in place was ultimately a good choice even if it took away some of what made the soft bodies special. If you didn't lock them then all of the soft bodies would settle under the weight of the ones on top and you would probably clear rows without putting in any effort at all
I don't know why this was recommended to me, I thought it was gonna be one of those videos of someone not really knowing what they're doing and putting an iffy game together... but looking at the video quality compared to sub count, well lets just say I'm disappointed I wasn't recommended this channel sooner (For anyone in the future he currently has 1.4k subs, this video is crazy high quality considering that fact)
Oh super cool. Sorry I didn't upload a version for Linux, I didn't have a quick way to test it and this was kind of a prototype. But really nice you made it work!
@@NewbieIndieGameDev Yeah its not problem at all. Running this game on linux was easy because of wine. The only problem I had to fix was changing the .exe name to have no spaces as well as the folder that had the same name. Then I used lutris to specify which version of wine to use (6.9) and boom got it working. Unity games are pretty easy to workaround tbh.
It would be cool if the tetrominoes took a little bit to harden into a locked position; maybe they could be transparent like a gummy bear when they come down but they become opaque as they harden.