Lockjaw: The Tetromino Game

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

  1. tepples

    tepples Lockjaw developer

    "Home run" works in naive gravity because it's the most lines (4) made at once, just like a home run in baseball is the most bases (4) taken at once by the batsman. I'm not overly attached to anything.

    "Quad" might be better in gravity settings that allow >4 lines with one tetromino.

    Fixed; thanks.
     
  2. Problem: Previews diminishing in size makes pieces look nasty.

    Possible Solution 1: Don't make previews diminish in size.

    Possible Solution 2: Don't make pieces look nasty when diminished in size.
     
  3. cdsboy

    cdsboy Unregistered

    i would get rid of the blocks getting smaller. I would also switch to quad, because it just sounds more tetris-y then homerun. also since heboris works on OS X do people still want me to port LJ to OS X?
     
  4. I'm still curious to see tepples' progress on LJ. You don't have to go to the trouble just for me, though.
     
  5. cdsboy

    cdsboy Unregistered

    well i think i will, because the truth is, the way tepples programs all i have to do is changed the paths to the files.
     
  6. tepples

    tepples Lockjaw developer

    LOCKJAW 0.17 is out


    0.17 (2006-09-13):
    • Option for sticky gravity per color, as seen in The Next Tetris.
    • "Ready, Go" is centered, even in low ceiling gimmicks.
    • Added TGM3's upward kick to Sega T rotations.
    • Added Tengen rotation system.
    • Removed TGM gimmick in favor of entry delay option.
    • Initial hold works at any time. The key can be pressed and released during entry delay or even during line clear delay.
    • Initial actions do not inflate keypress count (helpful in Baboo! with entry delay).
    • Draws hold piece in garbage colors when it is not available.
    • Options scroll.
    • Option to draw next pieces to right in constant size or above.
    • Better looking scroll bar in options.
    • Debrief: In naive gravity, reports T-spin singles, doubles, and triples separately from non-T-spins. In other line clear gravity modes, "home run" is now called "quad".
    • Fixed a buffer overflow bug in sticky: fillCLoop() no longer treats the right side of one row and the left side of the row above it as one region.
    • Clarified manual as to the purpose of the Vs. gimmicks.
    • Separated platform specific stuff into a separate struct.
    • Refactored scoring into a separate function for future movement to gimmick and option control.
    • Debrief formats the report into a string and then writes it to a file and the screen all at once.
    • Refactored play() to move everything in the game loop that is not platform specific out of ljpc.c into new file ljplay.c.
    • Wall kick table is no longer flipped, making it easier to add new rotation systems.
    • Unified counterclockwise and clockwise rotation code.
    Caution: philosophizing follows. I've realized that since the mid-1990s, Tetris is no longer a Russian franchise. Even before the recent founding of Tetris Holding, Elorg had moved to Delaware in the United States. This makes Tetris an American franchise, just like Major League Baseball. But which national pastime do more Americans play, tetrominoes or baseball?

    Thanks for continuing to support the game. The more refactoring I can do, the more likely it is that you'll see it on a third platform.
     
  7. thanks for the size option. the top one looks good as well. very nice. as for the ts counts-- you've read my mind before i could suggest it.
     
  8. cdsboy

    cdsboy Unregistered

    by the time you read this the mac version of .17 should be uploaded.
     
  9. what would be good is skinnability for seven different shadows.
     
  10. Or semitransparency in ghosts to do away with redundant images.
     
  11. tepples

    tepples Lockjaw developer

    I screwed up something related to the hold piece [​IMG]

    LJ 0.17a is uploaded.
     

  12. i don't see it as the best solution. thoroughness before redundancy. the main thing is that the semitransparency would be less accurate than an exact drawing. i mean, some people might want to take the extra time to draw the details. for example, i want my shadow to brighten instead of darken. i find it more functional.
     
  13. Whatever you say.
     
  14. yeah, needle pretty much hates me by now. [​IMG]

    edit: wa, tepples-- what happened to hide piece/shadow?!
     
  15. Well, not really- I've just decided I'm not in a position to talk about Lockjaw when I'm no longer playing it much. You play it more, you probably have the right to have your opinion heard than me.
     
  16. tepples

    tepples Lockjaw developer

    I hate it when I catch a bug after I've released a new version, and half-finished features end up in the quick point release. This could be fixed by using a trunk/branch structure like Firefox, but I don't have enough manpower for that yet. Updated to restore shadow options.
     
  17. thank you.
     
  18. Is there a way this could possibly be an option? Say, a rotation set just like TGM2 and one just like TGM3?
     
  19. tepples

    tepples Lockjaw developer

    Of course, and the two systems can reuse the same tables for J, L, S, and Z. But I bet someone's going to want NES and Game Boy style rotation too.


    And about colored shadow: I'm putting both methods in. In addition to the colorless shadow of previous versions, LJ 0.18 will allow for a separate row of blocks in ljblocks.bmp, to be drawn as a colored shadow at 100%, 50% ("faint"), or 25% ("fainter") opacity. For those who don't like redundancy, if your ljblocks doesn't have the separate rows, it'll use the same rows as falling piece, and you'll want to use this with the faint shadow settings.
     
  20. teps, it seems for 17a the shadow settings will reset after each startup. also, what's the difference between classic, step reset, and move reset? i can still rotate indefinitely with classic.
     

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