Visit the GitHub page for the most up to date source code: github.com/zigurous/unity-tetris-tutorial View the FAQ for answers to common questions: github.com/zigurous/unity-tetris-tutorial/wiki
@Tothegreat PC, but I'm sure you can tweak it so it can run on mobile, but obviously would have to code it for each respective platform (Andriod, Apple, ect)
i m having an issue at 1:21:36 where the trtris is moving correctly but when i play the game error is showing as index was outside the bounds of array!! what should i do ??
@@krupasanchaniya4191 I have a solution to this.......after much effort replace the GetWallKickIndex() function with \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ private int GetWallKickIndex(int rotationIndex, int rotationDirection) { int wallKickIndex = rotationIndex * 2; wallKickIndex = -8; return Wrap(wallKickIndex, 0, data.wallKicks.GetLength(0)); } \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ and then it works.........though I am not sure..if this is an acceptable solution but it worls
Man you can't imagine the useful and valuable that these videos are. I hope that I can pay you back in the future for all the knowledge that you are giving for free!
I made a Tetris game some years ago using JavaScript/html but a number of bugs made me frustrated so I didn't finish the game. With your tutorial I made a Tetris game in Godot 4. The concepts and the way you made the game gave me very good ideas how to do it in Godot. Thank you
Man, these tutorials are lit! I'm literally learning how to use Unity in no time thanks to you! If I can I'd like to suggest Donkey Kong, and maybe the first Super Mario Bros. and The Legend Of Zelda (even if these last two are maybe a little complex, you can maybe do a tutorial divided in more parts)
Mind blowing bro; i made the game literally word by word in 10 hrs. i am newbie to unity.(just installed 10 days ago). and it was marvellous doing the same. thought i made it 5 year ago in c++ directx11 by my own with heavy glitches.(dont know wall kicks and bounds and wrap function.....). Marvelllous job man'
Incredibly helpful! As someone who's approaching Unity with more of a background in coding, this was exactly the foothold I needed to get started. I appreciated how you left us with a fully functioning "game" but pointed out how there's still so much that could be added. I do feel like there was a good amount of "magic math" that I didn't really understand why we were doing. If you had given us some kind of reference to better understand that math on our own, I would have appreciated it. But as it is, this tutorial helped get me excited to learn more about Unity
I think it would be better if you would explained the moment with data, because it is really difficult to understand the creating blocks moment. It felt like cheating when you follow but cannot understand what happened and why. But I want to thank you for this videos. They are great source for learning.
Me at the start: how complicated could tetris be? Me at the end: yeah now it makes sense why I couldn't make it by myself... Thanks for the tutorial, although I think at times it goes too fast it was very nice.
Hey! Nice work on the tutorial! I've been doing your others in this playlist, but this one was the 1st that gave me trouble, at no fault of the tutorial of course, I'm still getting the hang of O.O.P(Which I think is fair, all things considered..) Anyways, I wanted to personally thank you for all of your amazing work, and tell you that I'll be giving you a shout-out in my next dev log! If your interested in watching, lmk! Till then, thanks for all the awesome tutorials!
For some reason this doesn't allow for t-spins. I even doenloaded your source code to check if it was my mistake, but it doesn't look like it. Could you give me some guidance on what I could do to fix that? Edit: the GetWallKickIndex function returned an int that was greater than the result be two (probably because we call it after rotating and not before), so I just had to put a subtraction by two before calling the Warp function, and that solved it.
Thanks for your effort and sharing your knowledge! Have left a subscription. I admit that center-focused positioning on a tile grid tends to irritate me more than a coordinate system from 0 to X (probably because the tiles / pieces follow a top-to-bottom path). But as a beginner, there are many things that can be confusing and overwhelming at first.
1:27:27 It's a bad idea to check lockTime in the Step function. If stepDelay = 2 and lockDelay = 0.5 we have lockTime always 2; stepDelay = 0.3, lockDelay = 0.2, then lockTime always = 0.3; stepDelay = 0.2, lockDelay = 0.3, then lockTime always = 0.4, and so on
I think there is a small error at 1:20:42 where the rotationIndex is passed to the TestWallKicks() function instead of the originalRotation. Because of the way the GetWallKickIndex() function is designed, it needs the original rotation index to find the correct translation values based on the tetromino wall kick data. This is a relatively hard bug to find, unless you are trying some T-spin minis, which depends on the wall kick mechanic of the SRS. Otherwise this is a really helpful tutorial, thanks :)
Thank you so much for the tutorial. Although I would recommend to show some slides or pictures on what you are going to do before writing code Instead of writing alot of code and finally showing in the editor.
Hey, I've been loving this tutorial but I have a problem with the mino rotation: the minos rotate around the tilemap origin and not their own origin, so when they move off of the tilemap origin their rotation gets all wonky.
Hey man. How did you learn to make games? I've been trying to code games for 4 years but I can't seem to just be good and confident at writing C# scripts and separating them efficiently. Even this simple game is confusing me. :(. Did you have a tough time as well when you started?
It's definitely tough and takes a lot of practice. Like most things, if you keep doing it more and more you will get better and better, just takes time. I was lucky that my high school offered a programming class that introduced me to writing code. Keep watching tutorials, perhaps tutorials that are strictly programming not necessarily game dev. Brackey's has a playlist for beginners ua-cam.com/play/PLPV2KyIb3jR4CtEelGPsmPzlvP7ISPYzR.html
@@Zigurous I am so happy that clicked in the link😁😁, I am new to programming and I am just kid which wants to create minecraft because it costs money😄😄
For some reason at 55:44 my piece moves over the boarder by one then freezes, i tried just lowering the tile map and that fixed the going over the boarder problem but it still freezes when i go to the far right or left
It seems like you have an off by one problem. Make sure you have set your board size to match up with your tilemap. In the video we use a 10x20 board. I recommend even numbers too. Your board and tilemap should be position at the origin 0,0,0. There could be a problem with your code, but it's hard to say specifically what. In a sense, the code seems to be working but the bounds are not correct. In the Board script in the function IsValidPosition we use the bounds to check if the board contains a tile. The bounds is calculated from your board size. This would be the first place I would look for problems.
Hey I don't know whether this is helpful or not but I had the same issue and fixed it. In Board.cs file, public bool IsValidPosition, check if you typed "Vector3Int tilePosition = piece.cells[i] + piece.position;" instead of "Vector3Int tilePosition = piece.cells[i] + position;". I hope it helps.
@@chansongpark6259 i m having issue at 1:21:36 when i play game and press Q error pop out as index was outside the bounds array ?? what should i do?? help me out!!
hey i am stuck in the 17:57 i cant fine the new tetrmoino in the board script i did the exact same thing but its not there in the editor please help Edit: Yes i knew why becouse i wrote it with t small cap beside the array it should be written with T not t
Hello, i added a simple counter 100pts every line, but how do i implement a system that check if you clean 1 or 2 or 3 or 4 lines at the time and +100 / +300 / +500 / +800pts like the original game ?
in the ClearLines loop, count the times if(isLineFull) is triggered, after the loop ends, then calculate the score with the amount of cleared lines that happened
Hi, a very cool lesson, thank you) But I have a problem with turning when the shape is next to the shape. That is, she turns despite the fact that there is another figure standing there
@jordanthebestlass8483 @dhruvbadaya3076 The data scripts are essentially just different x and y positions that a piece moves to when its being rotated. Think of the it as the rules for the where a piece can rotate to when its a certain rotation state. There are 4 different rotation states a piece can have and it always starts in rotation state 0. When a piece is rotated its checks what types of rotations it can make by referencing the data script. If all of the rotations fail then it fails to rotate. If it is successful then it rotates and its rotation state is updated. If you want an in depth description you check out SRS on the hard drop wiki or look up SRS on youtube.
Can we build the game so that it can be playable on android devices? I’d really like how to make an android Tetris game a d use swipe left, right, up, down controls to control the Tetris blocks. Can you consider on teaching us to do it? Thanks! Your videos are awesome.
Really clear explanation, but I'm stuck at getting the piece spawned (41:00). I think I have the exact same code and there are no errors, however, the piece won't spawn, and I don't know why.
Have you populated the "Tetrominoes" array in the editor on your Board component? If that's not the issue, you could post your code for the Board script here, and I can try to identify and potential problems.
I don't know if you still have this issue, it may be that you replaced the for loop that calls initialize in the awake function of the board script. If you iterate as a foreach it won't work, even if the c# foreach iterates through references.
@@MiMiBrokenbourgh i know it is late but i found the solution. In Piece.cs, at line 32 there is a call to an object (Vector3Int) not instantiated. Here is the solution: if (cells == null) { cells = new Vector3Int[data.cells.Length]; } for (int i = 0; i < cells.Length; i++) { cells[i] = (Vector3Int)data.cells[i]; }
This was great. I personally made the ghost drop logic similar to the lineclear logic- we have access to Board, so we get board.bounds for free. Then just loop from bottom row up until IsValidPosition returns.
the IsValidPosition doesn't check what blocks are above it, so your suggestion wouldn't work as it would incorrectly declare a space valid, when it is blocked by tiles above.
Hello Zigurous, thank you for this awesome tutorial. How can I implement a score when lines are cleared? And show them on the interface? Maybe you explained it in another tutorial?
I'm not Zigurous, but I think you still can apply a score, but it will need to resize, create a new part to make the score and don't forget to function it. Again I'm not Zigurous but I need to share my opinion.
This has been a great tutorial, I'm just fascinated by this absolutely bizarre I block rotation. I can see that you've set the pivot point as specified on the Tetris Wiki, I just don't really understand where they got that from. That is not how the I block rotates in classic NES Tetris, it rotates on the third block from the left. To do it the way they suggest would constantly shift it back and forth by an entire row or column as you rotate it, which is not how any Tetris I've ever played actually works. Any idea where this idea even came from and why they would suggest doing it that way?
This is the correct development of the game. The user should enjoy the game. The transparent detail at the bottom of the glass that shows how the detail will fit is what should be in all tetris, but it's not there, it's a pity.
At 1:01:00 why is a Wrap method necessary? I think a normal modulo would do the trick: `this.rotationIndex = (this.rotationIndex + direction) % 4` The Wrap would make sense if your bounds were something weird like 3->6 and you needed 7 to map back to 3. In this case the bounds are simple [0,3] so Wrap seems like overkill
If I recall correctly I believe the issue is that this doesn't work for negative numbers. If the index is 0, and you rotated left (direction = -1), then (0 + -1) % 4 = -1 which is an invalid index. The wrapping function in the tutorial supports going in either direction.
Most games build the UI within the engine, Unity in this case. Unity has an entire UI system for building interfaces. It might not be the best system if you are an experience UI developer, but it would probably be harder to build and integrate it outside the engine.
so i get no errors on the ghost script , but for some reason the ghost tile appers one slot outside the bottom on the baord, and if i stack them or if the pieces touch they disaperas, help
Does someone know how to move blocks using buttons (or any other UI)? I tried to make this game for mobile too but when i want to move piece by clicking on UI, it just wont move because it returns valid = false. I have no idea what to do, i tried buttons, script that detect clicks on left & right side of panel and also detecting clicks on left or right side of screen witch was the only option that worked but that doesnt give me as much options as UI that as I need. Anything could help, even 3 years afer releasing this video... Reason that i need to detect click on left and right side of UI and not screen is that i can resize UI anytime. THANKS! ; )
unity read key is unsable, sometimes i pressed, there is no reaction sometimes i pressed once, the block moves 2 step is that only my computer problem? thx
that was really good ty for tutorial . if you want the blocks to fall faster instead of falling directly you can do if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) { StepDelay /= 10; Move(Vector2Int.down); } else if(Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.DownArrow)) { StepDelay *= 10; }
@@Zigurous i m having an issue at 1:21:36 where the trtris is moving correctly but when i play the game error is showing as index was outside the bounds of array!! what should i do ??
@@mirjajdetchernogoumora damn, appreciate the fast reply alot though man. I decided to follow another tutorial that showed another method that allowed more than one block texture.
hello, please after following the tutorial, my spawnpiece are not showing on the board and its not throwing error...please i dont know if someone can help me
Thi shas been a great tutorial, i do have a few other questions becuase ive been having trouble with it, how do i add a sound effect when the line clear activates?
You'd have to add an AudioSource component to your game object. You can assign an AudioClip asset to that component for whichever sound you want to play, then you would get a reference to the AudioSource component in your script, and finally call the function Play() on it: docs.unity3d.com/ScriptReference/AudioSource.Play.html
Does anyone know was the files under the .vscode are for in this Github? The two files are launch.json and settings.json. Not totally sure what they're for.
1:15:27 int wallKickIndex = rotationIndex * 2; did not work for me. I came up with my own working equation: int wallKickIndex = 2*(rotationIndex - direction);. Do you see the discrepancy as I have?
@@viporal7898 CS0122 error is showing as Inaccessible due to protective level at the stage of steps and locks..it says that board.SpawnPiece is inaccessible due to protection level.. now what should I do ?Help me out !!
@@krupasanchaniya4191 you're trying to access a private variable from another script. The variable must be public for it to be accessable by other classes.
@@ClintonSymington hey Clinton in order to sohw what the nex piece is going to be you'll need to generate what the next piece is going to be and store it some where. In order to show what it's going to be you'll need a prefab or another tilemap to display it.
I have one question on the movement. What if I want to add a feature which detects whether the user holds the key "D" and "A", so that the user does not have to click the key again and again to move the piece. Great tutorial btw!
that is called DAS, and here is how i implemented it private int curDAS [Start/Awake] curDAS = -1; [FixedUpdate] if (xInput != 0) curDAS += 1; else curDAS = -1; if (curDAS >= 14) MovePiece(xInput, 0) alternatively you can use deltaTime instead of +1
Visit the GitHub page for the most up to date source code: github.com/zigurous/unity-tetris-tutorial
View the FAQ for answers to common questions: github.com/zigurous/unity-tetris-tutorial/wiki
@Tothegreat PC, but I'm sure you can tweak it so it can run on mobile, but obviously would have to code it for each respective platform (Andriod, Apple, ect)
i m having an issue at 1:21:36 where the trtris is moving correctly but when i play the game error is showing as index was outside the bounds of array!! what should i do ??
@@krupasanchaniya4191 I have a solution to this.......after much effort
replace the GetWallKickIndex() function with
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
private int GetWallKickIndex(int rotationIndex, int rotationDirection) {
int wallKickIndex = rotationIndex * 2;
wallKickIndex = -8;
return Wrap(wallKickIndex, 0, data.wallKicks.GetLength(0));
}
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
and then it works.........though I am not sure..if this is an acceptable solution but it worls
Nice that you show the end result at the beginning of your video. I'm missing this in so many tutorial videos.
Man you can't imagine the useful and valuable that these videos are. I hope that I can pay you back in the future for all the knowledge that you are giving for free!
Hope this channel blows up honestly. A few minutes in and I'm already loving it. Much love, I'll make sure to share the channel around
I made a Tetris game some years ago using JavaScript/html but a number of bugs made me frustrated so I didn't finish the game.
With your tutorial I made a Tetris game in Godot 4. The concepts and the way you made the game gave me very good ideas how to do it in Godot. Thank you
These tutorials are so so helpful and good quality thank you! Please don't stop making them
Man, these tutorials are lit! I'm literally learning how to use Unity in no time thanks to you! If I can I'd like to suggest Donkey Kong, and maybe the first Super Mario Bros. and The Legend Of Zelda (even if these last two are maybe a little complex, you can maybe do a tutorial divided in more parts)
One of the all-around, best unity tutorials I've seen. Thank you!
Mind blowing bro; i made the game literally word by word in 10 hrs. i am newbie to unity.(just installed 10 days ago). and it was marvellous doing the same. thought i made it 5 year ago in c++ directx11 by my own with heavy glitches.(dont know wall kicks and bounds and wrap function.....). Marvelllous job man'
@Tothegreat it would only work on PC because we chose 2D core and not 2D mobile
Incredibly helpful! As someone who's approaching Unity with more of a background in coding, this was exactly the foothold I needed to get started. I appreciated how you left us with a fully functioning "game" but pointed out how there's still so much that could be added. I do feel like there was a good amount of "magic math" that I didn't really understand why we were doing. If you had given us some kind of reference to better understand that math on our own, I would have appreciated it. But as it is, this tutorial helped get me excited to learn more about Unity
Big thanks from one russian student-programmer)
Аналогично 🙋♂
I think it would be better if you would explained the moment with data, because it is really difficult to understand the creating blocks moment. It felt like cheating when you follow but cannot understand what happened and why.
But I want to thank you for this videos. They are great source for learning.
Please make a tutorial on bubble shooter
That would be a great one to make. I'll add it to the list!
Your channel is gonna rock the ceiling !!!!
First 20 minutes: "Hmm, seems like a nice tutorial. Gotta be easy probably..." 21:50 oh my god i'm dying xD
tutorials like this deserve more thumbs up. very well explained
This will be a million-view channel in the future!
Really educational tutorials Adam. I'll become a Patron after making money from the skills you've taught me :p
Me at the start: how complicated could tetris be?
Me at the end: yeah now it makes sense why I couldn't make it by myself...
Thanks for the tutorial, although I think at times it goes too fast it was very nice.
Best tutorial I've seen on using Unity. Thank you sir.
Thank you man, these tutorials are keeping me inspired in gamedev and its helping me get out of 'tutorial hell'
Thank you so much for the tutorial. I will add up adding some GUI and stuff, but this helped me a lot!
Thumbs up!
This was a wonderful introduction into Unity and C#. Thank you :)
Another well explained tutorial 👍 You probably have alot of tutorial requests by now. But The original Angry Birds would be really sweet 🐷🐤
Hey! Nice work on the tutorial! I've been doing your others in this playlist, but this one was the 1st that gave me trouble, at no fault of the tutorial of course, I'm still getting the hang of O.O.P(Which I think is fair, all things considered..)
Anyways, I wanted to personally thank you for all of your amazing work, and tell you that I'll be giving you a shout-out in my next dev log!
If your interested in watching, lmk!
Till then, thanks for all the awesome tutorials!
For some reason this doesn't allow for t-spins. I even doenloaded your source code to check if it was my mistake, but it doesn't look like it. Could you give me some guidance on what I could do to fix that?
Edit: the GetWallKickIndex function returned an int that was greater than the result be two (probably because we call it after rotating and not before), so I just had to put a subtraction by two before calling the Warp function, and that solved it.
crazy good, elegant code, smart solutions. I love this
AWESOME! Best game development series i've ever seen.
Great Tutorial As Ever. The 5th one I have done of yours.Will do 'Flappy Bird' next.
Great tutorial was more complicated then expected but u explained it well =)
Thank you so much for the tutorial! Its really helping to create a big project
Incredibly good tutorial. Thank you
Thanks for your effort and sharing your knowledge! Have left a subscription.
I admit that center-focused positioning on a tile grid tends to irritate me more than a coordinate system from 0 to X (probably because the tiles / pieces follow a top-to-bottom path).
But as a beginner, there are many things that can be confusing and overwhelming at first.
Thank you very much for sharing the very valuable contents. This will help me to understand some basics of Unity, C#, and Tetris! большое спасибо!
1:27:27 It's a bad idea to check lockTime in the Step function. If stepDelay = 2 and lockDelay = 0.5 we have lockTime always 2;
stepDelay = 0.3, lockDelay = 0.2, then lockTime always = 0.3;
stepDelay = 0.2, lockDelay = 0.3, then lockTime always = 0.4, and so on
Thanks for making this tutorials! Really help me a lot!
I think there is a small error at 1:20:42 where the rotationIndex is passed to the TestWallKicks() function instead of the originalRotation. Because of the way the GetWallKickIndex() function is designed, it needs the original rotation index to find the correct translation values based on the tetromino wall kick data. This is a relatively hard bug to find, unless you are trying some T-spin minis, which depends on the wall kick mechanic of the SRS.
Otherwise this is a really helpful tutorial, thanks :)
Thank you so much for the tutorial. Although I would recommend to show some slides or pictures on what you are going to do before writing code Instead of writing alot of code and finally showing in the editor.
Hey, I've been loving this tutorial but I have a problem with the mino rotation: the minos rotate around the tilemap origin and not their own origin, so when they move off of the tilemap origin their rotation gets all wonky.
when TestWallKicks,I find that passing originalRotation instead of rotationIndex will return the right Wall Kick Index.
Is 192 pixels per unit optimal for something (resolution reasons, etc) or is it just how big the tiles were drawn as?
I would love if you made a dig dug remake at some point,it's a bigger project than your usual videos, but will be a great project to work on.
your tutorials are amazing. id love to see a turn based combat game like pokemon
Dude, this video is amazing! Thank you
Hey man. How did you learn to make games? I've been trying to code games for 4 years but I can't seem to just be good and confident at writing C# scripts and separating them efficiently. Even this simple game is confusing me. :(. Did you have a tough time as well when you started?
It's definitely tough and takes a lot of practice. Like most things, if you keep doing it more and more you will get better and better, just takes time. I was lucky that my high school offered a programming class that introduced me to writing code.
Keep watching tutorials, perhaps tutorials that are strictly programming not necessarily game dev. Brackey's has a playlist for beginners ua-cam.com/play/PLPV2KyIb3jR4CtEelGPsmPzlvP7ISPYzR.html
@@Zigurous I am so happy that clicked in the link😁😁, I am new to programming and I am just kid which wants to create minecraft because it costs money😄😄
For some reason at 55:44 my piece moves over the boarder by one then freezes, i tried just lowering the tile map and that fixed the going over the boarder problem but it still freezes when i go to the far right or left
It seems like you have an off by one problem. Make sure you have set your board size to match up with your tilemap. In the video we use a 10x20 board. I recommend even numbers too. Your board and tilemap should be position at the origin 0,0,0.
There could be a problem with your code, but it's hard to say specifically what. In a sense, the code seems to be working but the bounds are not correct. In the Board script in the function IsValidPosition we use the bounds to check if the board contains a tile. The bounds is calculated from your board size. This would be the first place I would look for problems.
Hey I don't know whether this is helpful or not but I had the same issue and fixed it.
In Board.cs file, public bool IsValidPosition, check if you typed
"Vector3Int tilePosition = piece.cells[i] + piece.position;"
instead of
"Vector3Int tilePosition = piece.cells[i] + position;".
I hope it helps.
@@chansongpark6259 You're the best person in the entire universe. I know you sent this 3 months ago, so I'm not expecting a reply, but thank you :D
@@chansongpark6259 i m having issue at 1:21:36 when i play game and press Q error pop out as index was outside the bounds array ?? what should i do?? help me out!!
@@chansongpark6259 DUDEEEEEEEEEEEEEEE thank you so much!
Flappy Bird next!
hey i am stuck in the 17:57 i cant fine the new tetrmoino in the board script i did the exact same thing but its not there in the editor
please help
Edit: Yes i knew why becouse i wrote it with t small cap beside the array it should be written with T not t
Hello, i added a simple counter 100pts every line, but how do i implement a system that check if you clean 1 or 2 or 3 or 4 lines at the time and +100 / +300 / +500 / +800pts like the original game ?
in the ClearLines loop, count the times if(isLineFull) is triggered, after the loop ends, then calculate the score with the amount of cleared lines that happened
THIS WAS AWESOME!!
Hi, a very cool lesson, thank you) But I have a problem with turning when the shape is next to the shape. That is, she turns despite the fact that there is another figure standing there
thank you for the Tutorial😇
Thank you for what you do. Your tutorials are amazing. Could you make the tutorial about chess or backgammon game?)
for some reason when i try to run it (im not in the movement part) it doesnt spawn the piece
I'm kinda sad you didn't show how to write the data script. I really wanted to know how it works. Dang.
same here... i need to know how it works. if you find any resource regarding the same, please tell
@@dhruvbadaya3076 kinda sad that a lot of tutorial makers do this kinda thing.
@jordanthebestlass8483 @dhruvbadaya3076 The data scripts are essentially just different x and y positions that a piece moves to when its being rotated. Think of the it as the rules for the where a piece can rotate to when its a certain rotation state. There are 4 different rotation states a piece can have and it always starts in rotation state 0. When a piece is rotated its checks what types of rotations it can make by referencing the data script. If all of the rotations fail then it fails to rotate. If it is successful then it rotates and its rotation state is updated. If you want an in depth description you check out SRS on the hard drop wiki or look up SRS on youtube.
bro you are so good
Estou gostando do jeito que você ensina! Parabens!
Thanks for the video. You helped me. ;)
Can we build the game so that it can be playable on android devices? I’d really like how to make an android Tetris game a d use swipe left, right, up, down controls to control the Tetris blocks. Can you consider on teaching us to do it? Thanks! Your videos are awesome.
great tutorial
Really clear explanation, but I'm stuck at getting the piece spawned (41:00). I think I have the exact same code and there are no errors, however, the piece won't spawn, and I don't know why.
Have you populated the "Tetrominoes" array in the editor on your Board component? If that's not the issue, you could post your code for the Board script here, and I can try to identify and potential problems.
I don't know if you still have this issue, it may be that you replaced the for loop that calls initialize in the awake function of the board script. If you iterate as a foreach it won't work, even if the c# foreach iterates through references.
@@Zigurous NullReferenceException: Object reference not set to an instance of an object
Board.SpawnPiece () (at Assets/Scripts/Board.cs:32)
Board.Start () (at Assets/Scripts/Board.cs:24)
code:
using UnityEngine;
using UnityEngine.Tilemaps;
public class Board : MonoBehaviour
{
public Tilemap tilemap { get; private set; }
public Piece activePiece { get; private set; }
public TetrominoData[] tetrominos;
public Vector3Int spawnPosition;
private void Awake()
{
this.tilemap = GetComponentInChildren();
this.activePiece = GetComponentInChildren();
for (int i = 0; i < this.tetrominos.Length; i++)
{
this.tetrominos[i].Initialize();
}
}
private void Start()
{
SpawnPiece();
}
public void SpawnPiece()
{
int random = Random.Range(0, this.tetrominos.Length);
TetrominoData data = this.tetrominos[random];
this.activePiece.Initialize(this, this.spawnPosition, data);
Set(this.activePiece);
}
public void Set(Piece piece)
{
for (int i = 0; i < piece.cells.Length; i++)
{
Vector3Int tilePosition = piece.cells[i] + piece.position;
this.tilemap.SetTile(tilePosition, piece.data.tile);
}
}
}
@@ricvg9386 This solved the issue for me. Any reason why this is the case?
@@MiMiBrokenbourgh i know it is late but i found the solution. In Piece.cs, at line 32 there is a call to an object (Vector3Int) not instantiated. Here is the solution:
if (cells == null) {
cells = new Vector3Int[data.cells.Length];
}
for (int i = 0; i < cells.Length; i++) {
cells[i] = (Vector3Int)data.cells[i];
}
why have new values for when it might potentially go through a wall? why not instead just use the same values, but scoot them over programmatically?
This was great. I personally made the ghost drop logic similar to the lineclear logic- we have access to Board, so we get board.bounds for free. Then just loop from bottom row up until IsValidPosition returns.
the IsValidPosition doesn't check what blocks are above it, so your suggestion wouldn't work as it would incorrectly declare a space valid, when it is blocked by tiles above.
I need to do same tetris program, but i also need to show next falling piece, and i dont kow how i can do that.
Could you do a custom grid? I have an idea for my indi version. Thanks for posting this
Hello Zigurous, thank you for this awesome tutorial. How can I implement a score when lines are cleared? And show them on the interface? Maybe you explained it in another tutorial?
I'm not Zigurous, but I think you still can apply a score, but it will need to resize, create a new part to make the score and don't forget to function it. Again I'm not Zigurous but I need to share my opinion.
@@akmalahza4951 this game is for Android?
This has been a great tutorial, I'm just fascinated by this absolutely bizarre I block rotation. I can see that you've set the pivot point as specified on the Tetris Wiki, I just don't really understand where they got that from. That is not how the I block rotates in classic NES Tetris, it rotates on the third block from the left. To do it the way they suggest would constantly shift it back and forth by an entire row or column as you rotate it, which is not how any Tetris I've ever played actually works. Any idea where this idea even came from and why they would suggest doing it that way?
This is the correct development of the game. The user should enjoy the game. The transparent detail at the bottom of the glass that shows how the detail will fit is what should be in all tetris, but it's not there, it's a pity.
At 1:01:00 why is a Wrap method necessary? I think a normal modulo would do the trick: `this.rotationIndex = (this.rotationIndex + direction) % 4`
The Wrap would make sense if your bounds were something weird like 3->6 and you needed 7 to map back to 3. In this case the bounds are simple [0,3] so Wrap seems like overkill
If I recall correctly I believe the issue is that this doesn't work for negative numbers. If the index is 0, and you rotated left (direction = -1), then (0 + -1) % 4 = -1 which is an invalid index. The wrapping function in the tutorial supports going in either direction.
If I wanted to make a lemonade tycoon style game, would I just use Unity, or would I want to use something like WPF for the UI?
Most games build the UI within the engine, Unity in this case. Unity has an entire UI system for building interfaces. It might not be the best system if you are an experience UI developer, but it would probably be harder to build and integrate it outside the engine.
@@Zigurous Great. Thanks for the reply.
so i get no errors on the ghost script , but for some reason the ghost tile appers one slot outside the bottom on the baord, and if i stack them or if the pieces touch they disaperas, help
Does someone know how to move blocks using buttons (or any other UI)?
I tried to make this game for mobile too but when i want to move piece by clicking on UI, it just wont move because it returns valid = false.
I have no idea what to do, i tried buttons, script that detect clicks on left & right side of panel and also detecting clicks on left or right side of screen witch was the only option that worked but that doesnt give me as much options as UI that as I need. Anything could help, even 3 years afer releasing this video...
Reason that i need to detect click on left and right side of UI and not screen is that i can resize UI anytime.
THANKS! ; )
Can you make a tutorial on making Tetris with the Arika Rotation System?
unity read key is unsable,
sometimes i pressed, there is no reaction
sometimes i pressed once, the block moves 2 step
is that only my computer problem?
thx
Anyone know why when I try to do something similar 1 pixel to the right and left of the grid image is being cut off?
that was really good ty for tutorial .
if you want the blocks to fall faster instead of falling directly you can do
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
{
StepDelay /= 10;
Move(Vector2Int.down);
}
else if(Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.DownArrow))
{
StepDelay *= 10;
}
I wish there was no background music. For such a good video, the music seems distracting at least for me.
Can you make a breakout clone? It could be a good tutorial game. (Please include how to change bounce angle of paddle if you do so)
I plan to do Breakout next
@@Zigurous i m having an issue at 1:21:36 where the trtris is moving correctly but when i play the game error is showing as index was outside the bounds of array!! what should i do ??
Hi! How to make Tetromino use different textures and not just 1?
did you find an answer?
@@SpikeEffect nah I didn't
@@mirjajdetchernogoumora damn, appreciate the fast reply alot though man.
I decided to follow another tutorial that showed another method that allowed more than one block texture.
You can change the tetromino texture by changing the tetris mino sprites
hello, please after following the tutorial, my spawnpiece are not showing on the board and its not throwing error...please i dont know if someone can help me
in 42:29 on the spawn positions i type the same cordinates as you and the tetrominoes are not spawning in the top of the board
If you post the code for your SpawnPiece function, I might be able to tell what the problem is.
Thank You!!! This is Awesomee!!
It would be incredible if you teach us how to do flappy birdd!
Didn't quite understand the creating the shapes part of the tutorial
VERY COOL!!!!
thanks you just earned a massive sub and like and share :)
Sees sin and cos, feels fight or flight response build up internally
Hi sir please make video to make a chess game (details Tutorial)
Thi shas been a great tutorial, i do have a few other questions becuase ive been having trouble with it, how do i add a sound effect when the line clear activates?
You'd have to add an AudioSource component to your game object. You can assign an AudioClip asset to that component for whichever sound you want to play, then you would get a reference to the AudioSource component in your script, and finally call the function Play() on it: docs.unity3d.com/ScriptReference/AudioSource.Play.html
Does anyone know was the files under the .vscode are for in this Github? The two files are launch.json and settings.json. Not totally sure what they're for.
Can you make a video about 3d tetris?
if yes, can you provide the link for me !
Thank you so much for the tutorial
If i try to test the lineclear, unity crashes always? What should I do
Why dont u put Start Button or Menu, End Game at the end Score?
1:15:27 int wallKickIndex = rotationIndex * 2; did not work for me. I came up with my own working equation: int wallKickIndex = 2*(rotationIndex - direction);. Do you see the discrepancy as I have?
i have the same problem when i press Q then error shows as index was outside the bounds of array what should i do?? @Viporal
@@krupasanchaniya4191 what is Q supposed to do? And which array are you talking about?
@@viporal7898 CS0122 error is showing as Inaccessible due to protective level at the stage of steps and locks..it says that board.SpawnPiece is inaccessible due to protection level.. now what should I do ?Help me out !!
@@krupasanchaniya4191 you're trying to access a private variable from another script. The variable must be public for it to be accessable by other classes.
@@viporal7898 private void Step()
{
this.stepTime = Time.time + this.stepDelay;
if(this.lockTime >= this.lockDelay)
{
Lock();
}
}
private void HardDrop()
{
while (Move(Vector2Int.down))
{
continue;
}
Lock();
}
private void Lock()
{
this.board.Set(this);
this.board.SpawnPiece();
}
private bool Move(Vector2Int translation)
{
Vector3Int newPosition = this.position;
newPosition.x += translation.x;
newPosition.y += translation.y;
bool valid = this.board.IsValidPosition(this ,newPosition);
if (valid)
{
this.position = newPosition;
this.lockTime = 0f;
}
return valid;
}
what would be the correction over hear ?
Hey, Greate Tutorial. One thing I will like to know is. How can I show the next piece that is going to be placed
on the board?
Any Suggestion?
@@ClintonSymington hey Clinton in order to sohw what the nex piece is going to be you'll need to generate what the next piece is going to be and store it some where. In order to show what it's going to be you'll need a prefab or another tilemap to display it.
If you are unable to download the assets, download the whole project from the landing page and then copy the assets.
I have one question on the movement. What if I want to add a feature which detects whether the user holds the key "D" and "A", so that the user does not have to click the key again and again to move the piece. Great tutorial btw!
This game is for Android or windows?
that is called DAS, and here is how i implemented it
private int curDAS
[Start/Awake]
curDAS = -1;
[FixedUpdate]
if (xInput != 0) curDAS += 1;
else curDAS = -1;
if (curDAS >= 14) MovePiece(xInput, 0)
alternatively you can use deltaTime instead of +1
hello Adam thx to much, for te tutorial, but i would like play this game on my cellphone, how can I chance the comands
@41 I am getting null reference exception, I dk why?
best in town
Hello dear how can i add score and game over and restart option in tetris project