Realtime Multiplayer Tetris in HTML5 (unfinished)
About a year ago me and a buddy joined Google's HTML5GameJam, a game building hackathon. Finally I've had the time to dust the project off, upgrade some of the required libraries (node.js bumped from 0.4.2 to 0.8.11 in the meantime) and did some minor patching to get it done for some finishing touches and hopefully release somewhere this year. We implemented the full real Tetris® (yeah, that means T-Spins and funky stuff Tetris addicts like) in MVC, with configurable renderers (canvas, ASCII, Divs), input methods (keyboard, swipe, touch), 2player split mode and offline singeplayer. The…
Realtime Multiplayer Tetris in HTML5 (unfinished) launched on October 9, 2012 with 8 votes, #130 of 487 launches that month and more than 50% of that year's launches. The site was still online in September 2026, 14 years on.
What it does
TetriNET is a multiplayer online Tetris game for up to six people that supports team play. [ 2 ] TetriNET was originally developed by St0rmCat in 1997, [ 2 ] with its last official version as 1.13. The game was originally developed for Windows and was later ported to other systems. St0rmCat released TetriNET2 in 2000, which features improved graphics, more types of special blocks, additional features (such as hold piece and block shadows), and a master server. [ 3 ] TetriNET plays like standard multiplayer Tetris but with a twist: clearing rows will cause special blocks to appear in the player's field. If a line containing a special block is cleared, then that special block is added to the…from en.wikipedia.org
In the maker’s words, at launch
About a year ago me and a buddy joined Google's HTML5GameJam, a game building hackathon. Finally I've had the time to dust the project off, upgrade some of the required libraries (node.js bumped from 0.4.2 to 0.8.11 in the meantime) and did some minor patching to get it done for some finishing touches and hopefully…
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Multiplayer Tetris in Mootools, HTML5 and NodeJS (Nearly finished)2012 · goo.gl · ▲6It's been about 3 weeks since I dusted off the Multiplayer Tetris game that me and a buddy wrote A year ago and that's been collecting dust since then. A lot of after work and weekend hours have been pooring into the project since then, and I think it's about time to show the progress What's been done: - Preloading - Completely rewrote layout for desktop / tablet browsers using css3 :target. - Usage instructions added (one of the comments I got: "Yeah, it works, but how do I play?" ) - Sending all powerups to other users now works (click on another user's playfield to send powerup) - Game…
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Hello all, About a month or so ago, you were all so nice as to put Lazy Tetris on your front page, and I've never felt so popular. More than 30,000 people have played the game all over the world. I'm truly happy if anyone is enjoying this fun project. So yes, I'm re-posting this, sorry if it's too soon, but I wanted to thank you for your amazing feedback in the comments: https://news.ycombinator.com/item?id=44103839 I've added the following features since we last spoke: - iOS app (why? Of course Monetization, but Haptics are also cool) - translations into a few languages -…
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I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…
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