Lockjaw: The Tetromino Game

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

  1. Yeah that's got to be your keyboard. You're using WASD right? Strange that that would be limited as it's the standard... try changing it to ESDF or RDFG or whatever and see if the limitation goes away.


    Basically it works like this:


    Hold Up *piece drops*

    Release Up *piece locks*


    So in practice you'd do a sweet zangi-move by going:


    Up (held)

    rotate/move/whatever

    Up (released)


    So this works best with simple moves, otherwise you might have to hold Up for a while. What you're probably catching on to, is that your 3 primary fingers are over Left Up Right in <20g so you can do zangi-moves, but in 20g you might gain a few frames by switching your middle finger to Down because you'll then lock on depression instead of release.
     
  2. Alpha Omicron

    Alpha Omicron Unregistered

    Well, I've got my SNES controller mod working, and just to let everyone know, LockJaw works beautifully with an SNES controller. My only problem is that the hold button (L) doesn't work so well, but that's just because the controller is old and not too stiff anymore.
     
  3. somewhat of a glitch encountered today. at the end of 180 mode, it was counting down to one, and so i rapidly dropped a bunch of pieces to get to the i. i think maybe it had to do with my rapid dropping, but it counted down, then kept going through 180 seconds. or maybe i cleared the line on the same frame as 180th second or something.


    also: initial are/tetromino behavior replicates tgm in every way except hard dropping. tgm-- hold down hard drop before game starts, then piece drops on first frame. lj-- do the same, then piece does not drop.
     
  4. tepples

    tepples Lockjaw developer

    There are two overlapping misbehaviors in 0.24 that produce what you're seeing:
    • A missing cast to signed int means that the game must end at (not after) 3:00.
    • If 3:00 comes while a piece is falling, the falling piece can be controlled until it locks.
    The sum of these misbehaviors is that if a tetromino enters at or before 2:59, and the next tetromino's entry delay begins at or after 3:01, the game does not stop. Both misbehaviors will be fixed in the next version.

    Did you turn off entry delay?
    If entry delay is turned on and initial hard drop does not happen, please paste your lj.ini file here.


    But if entry delay is turned off: Initial hard drop does not occur by design. Without entry delay (like TDS), hard drop instantly starts the next tetromino, and the player has no time to let go of the hard drop button. Are you talking about no entry delay and only the first tetromino? Does TGM even have a mode without entry delay? Or are you talking about no entry delay and Hard drop=Slide?
     
  5. oh, so if it were possible without entry delay, it would mean a bunch of accidental misdrops? i didn't think about that. i guess i just thought it would be useful to have the first piece automatically drop the same way you can make it automaticall rotate and stuff.
     
  6. tepples

    tepples Lockjaw developer

    LOCKJAW 0.25 is out


    0.25 (2006-11-2B)
    • Fixed History 6 Rolls deciding between the first piece algorithm and the subsequent pieces algorithm (reported by Lardarse).
    • Fixed a signedness issue that broke 180 seconds gimmick in the case that a tetromino was kept active between 3:00 and 3:01 (0.24 regression; reported by caffeine).
    • Allows ending the game with a piece in mid-air (0.24 regression).
    • Removed Arika and renamed Arika+TI to Arika. For the old Arika behavior, set Options:Floor kicks to 0.
    • Options screen allows DAS, allowing future versions to make more options and more values for each option available in a less cumbersome way.
    This release is mostly to get some little fixes out there.


    Yes. Remember 0.01 and 0.02 where holding Up would trigger the hardware autorepeat?
     
  7. coolness. every lj release is like a miniature christmas.
     
  8. Could the pause on lost focus be made an option? I know that in dual monitor setups, it would be handy to be able to be doing something else when playing Lockjaw on the second monitor, and having it always pause when it loses focus would prevent this.
     
  9. tepples

    tepples Lockjaw developer

    It could be, but Windows seems to pass keypresses only to the focused window, and your tetrominoes would just drop and lock in the center columns while the game runs in the background.
     
  10. cdsboy

    cdsboy Unregistered


    That might cause even more problems with the mac port. Also, if you have time to think about doing something else while playing tetris your not playing hard enough [​IMG]
     
  11. tepples

    tepples Lockjaw developer

    I seem to remember that the Microsoft Entertainment Pack games back in the Windows 3.1 era auto-paused on lost focus too.


    Anyway, I'm working on some advanced things for 0.26.
     
  12. i wonder what he means by "advanced."
     
  13. My guess is something to do with the GBA.
     
  14. Come on, we all know that he is going to implement the dancers/actors from Tetris Advance.


    [​IMG]
     
  15. I just noticed that while Tetris Advance looks very similar to TDS, the block texture is different after landing but not while active or in the preview box. Weird.
     
  16. tetris advance and ds have other similarities, if i remember correctly, right? same type of piece preview setup, for one. i wonder why nintendo was so influenced by them. anyone familiar with the game? what's the t-spin status of it? 20g?
     
  17. Overall, the game blows


    There is ARE between every piece (but not after line clears), but it's useless because you can't do anything until the next piece appears. You can't charge DAS, you can't pre-rotate the next piece.


    You can't charge DAS during line clear animations either (the animation is similar to Worlds GBA/TGM1)


    T-Spins give no obvious bonus (if anything)


    The fall speed stops increasing at 1G


    DAS is slow and useless (at most, the piece moves at the same speed as in Tetris DS, but it takes about twice as long to start moving)


    Down doesn't do anything if the piece has already landed


    There are several options in the game:


    [​IMG]

    I forgot what all of them do, but, Infinite Lockdown can be turned off (but not delayed lockdown), SRS can be "turned off" (I THINK this gives you the Tetris GB rotation system but I'm not sure) Hold and Ghost piece can be turned off, and the number of previews can be cut down from 6 to 1 (kind of obvious)


    Pieces spawn in the wrong place (1 right, 1 down from Tetris DS)
     
  18. tepples

    tepples Lockjaw developer

    Care to fill in the wiki article?

    I can't read kanji, but I can sound out katakana spellings of English words:

    line 1: Goosuto (Ghost piece)
    line 2: HOLD
    line 3: Suupaa (kanji)(kanji) Shisutemu (Super something System)
    line 4: (kanji) Rokkudaun Shisutemu (something Lockdown System)
    line 5: Shiataa (Theater?)
    line 6: NEXT

    Like options?

    It's similar to the GB system, but the I tetromino uses positions U and L, unlike Tetris GB that uses D and L. All pieces are still spawned 1 to the right.

    That or they start out at time_until_fall = 0 rather than time_until_fall = 1/gravity.
     
  19. cdsboy

    cdsboy Unregistered

    Well guess what! I remembered why Lockjaw won't compile. And frankly its because i am a total moron. Well long story short... I deleted a library on osx that controls like the window system, via the terminal. Didn't realize what it did. So then i had to pull it off the cd because no new programs would start... I'm pretty sure its an old version. So now i am working on finding a new version of it.


    Update: my problems might be solved... I'm pretty sure theres a new version in the developer tools update. So i am gonna download that and hopefully it works.
     

  20. Ah yes, but I use a gamepad, not the keyboard, so this isn't an issue. I sometimes set up gamepad controlled games on my second screen for people to play while I surf the web on my main screen.
     

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