Lockjaw: The Tetromino Game

Thread in 'Discussion' started by tepples, 13 Jun 2006.

  1. tepples

    tepples Lockjaw developer

    TDS hides the previews during "ready, go" in standard but shows them in push and mission. TW (GBA) has no "ready, go". What's the deal?


    For now I put in a compromise: hide during ready, show during go.
     
  2. tepples

    tepples Lockjaw developer

    Is anyone other than nicholas interested anymore? If I add a more patient game mode with ARE/IRS/IHS like TGM, will people be interested?
     
  3. As for the direction of development, I'd rather be more interested in more wild experimentation with new rule elements that haven't been implemented elsewhere, since Heboris U.E. does a fine job of simulating the TGM series as-is.
     
  4. tepples

    tepples Lockjaw developer

    Suggest some features that aren't already in TODO.txt, and I'll see what I can do.
     
  5. Guest

    Guest Unregistered

    Battle Gaiden attacks please
     
  6. that was me by the way
     
  7. tepples

    tepples Lockjaw developer

    I have never played the game. Please fill in the wiki page to help me and everyone else learn how this game works.
     
  8. "Suggest some features that aren't already in TODO.txt, and I'll see what I can do."


    how about a downstack mode? random garbage (not ds random, true random with one hole each) lines up to the 18th row (or however high as possible). see how fast you can clear forty lines. this mode really makes you think. we used to play it all the time on tnet2. video: http://www.youtube.com/watch?v=bJv2vLZ0 ... h=tetrinet


    that's a 20 second run. vapid holds the record with 16 seconds.
     

  9. Im intrested, have been from the start [​IMG] I have'nt been posting as much as I would like to as im playing LOCK-JAW way to much. (I still liked it better with rapid-fast drop)


    nicholas:

    I manged to check your 40 line vid out about a week ago and I forgot to metion - HOLY SHIT!

    Nice work.


    I got 40 line mode down to 48, if I could use hold on a keyboard a may be able to get close to 44, but I dont thnik I will be breaking the 46 barrier anytime soon.


    (P.S does anyone else have problems viewing videos on youtube everyime I attepmt to watch a one I tells me i either have java script turned off or have an older version of flash player, wich is a load of crap.


    Thanks guys


    - Jono
     
  10. nice 48, jono. keep up the good work.
     
  11. tepples

    tepples Lockjaw developer

    I figured out how to get Winamp to play nicely with LJ: try setting Preferences > Plug-ins > Output to waveOut instead of DirectSound, and then use the equalizer's pre-amp for volume control.


    What problem did you have with the "Game Keys..." screen?

    On what OS and browser?

    And you too can keep up the good work with version 0.08 (2006-07-0B):
    • Plays sounds for the next piece like TGM.
    • No longer allows 800x552 window now that 0.08 displays the gimmick name.
    • Supports spawn delay and line delay.
    • Supports initial hold and rotation.
    • Supports variable garbage randomness.
    • Begun to move gimmick code out of core.
    • Added TGM World gimmick:
      Standard S.M.G., except there's a half-second delay before each tetromino, and a half-second delay after each tetromino that forms at least one line. So if you want fast play, make more lines at once.
    • Added Drill 40 gimmick:
      Like 40 lines, but the screen starts with 18 rows of garbage. Be prepared to rely on SRS infinite spin for the first few lines until your skill improves.
    EDIT: 0.08a (2006-07-0B):
    • No double initial rotation when using initial hold in TGM World.
    Download LOCKJAW program and Allegro 4.0 DLL
     
  12. new version's really great. with world, though-- a sort of initial hard drop should exist. pressing and holding up during are, and it'll lock when it appears. this is tgm3 world behavior. also, does it end? i played a fairly long game.
     
  13. tepples

    tepples Lockjaw developer

    Didn't know that. (Did you update the wiki about it?) This is only in modes with ARE, right? I can have it do the same "pretending" that it does for IRS.

    In LJ marathon gimmicks, lock delay gradually decreases after the gravity gets past 20G. I could end LJ's TGM World at 290 lines like the real thing does.
     
  14. what about a tgm ace interpretation? in ace, games last one hundred fifty lines. not sure, but i think it hits 20g around 3/4ths through or so.
     
  15. tepples wrote:

    My problem manly is I dont use hold, except on TDS. But I do find the smaller screen is harder to play fast on.


    Im on windows XP home edition and using internet explorer 6


    - Jono
     
  16. winamp works. sweet.


    edit: you know what would be cool? for the pre-game animation to work as ARE.


    edit2:

    <img src="http://www.tetrisconcept.com/goal1.PNG" alt="goal1">

    goal one achieved. new goal: 33 second (3tps). any progress with replays?
     
  17. tepples

    tepples Lockjaw developer

    Replay is first a matter of getting gimmick code out of the core (which began in 0.0B), so that I can reuse the model-controller more effectively. For instance, have behaviors depend on whether there is ARE, not whether I've chosen a TGM gimmick. And do replays have to be compatible from program version to program version?
     
  18. heboris works so replays mostly work for their own version.
     
  19. tepples

    tepples Lockjaw developer

    Can you consistently reproduce this black-screening? Does it require alt-tabbing in and out?
     

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