Bug? The game is playing random and/or incorrect piece entry sounds when a soundpack using sfx from certain games are loaded. (Sometimes, no sound is played at all for pieces, and I can't find a pattern)
Version 8.9.6-Build20090403-1793 has been installed. Changes: - In multiplayer, garbage rises after 10 seconds of "no locking" - 40 lines, Block Driller and Survival now shows TPM in stead of Level (note: old highscores show 0 TPM) - Rotation system in team leaderboard now really works - You can save your team replays now, even if it was not a highscore. In the leaderboard, press on My Replays and save the replay - Fast forwarding in replays is supported: Press UP to fast forward 10 seconds (Space to pause)
I get messed up sound too. At first everything works as expected, but eventually sounds are frequently missing and when they do come the timing is completely off.
at IRC we were discussing the validity of a leaderboard that includes all rotation systems. in most modes there's a significant difference in the challenge, depending on the system you're using. what does everybody think of the ALL leaderboard?
TGM3 sets a precedent. Classic and World leaderboards are separated. I figure that is the same way things should be here. EDIT: I just mean that for the Marathon/Expert modes, however. Things are probably fair enough to compare in 0G modes like 40 Lines, Block Driller, or Survival.
Well, in Blockbox the leaderboards are also separated, but there is the extra option "ALL". I can disable this for all modes except the 0G modes, because on the Dutch platform, I quite often hear that "SRS is faster than ARS" because they compare them in the leaderboards for non 0G modes. Anyhow, removing ALL in non 0G is like as much work as sneezing, so if no-one has valid points to keep ALL for 0G , it will be removed on monday.
Some nice stats for the new features: Number of Block driller games played since launch (25th of March): 8571 Number of Survivor games played since launch (1st of april) : 4362 Number of Team games played since launch (26th of March) : 2248 (there are 52 teams currently created. Also note, Teams is only enabled on the English platform) Most popular rotation system: SRS (boooh ) Average minutes played per day (all platforms): 41.613 (!) (minutes played are calculated when you are really playing a game, not just idling in the lobby)
How many games of 40 lines has been played total? I suspect it to be a lot if you have been keeping track of it since the beginning.
Heh, only the new modes are counted like this, sorry What I can tell for certain is that currently 5010 unique players have played 40 lines
Yeah, that bugs me too. Especially because for most of the scores if you compare the times and the levels it's obvious that SRS is actually quite a lot slower. It's just easier to get a higher grade.
Playing team marathon with Rosti I experienced a few serious bugs: -a completed row did not clear -overhangs can move through pieces when your partner clears lines -the sound support is really buggy I've actually thought of the possibility of that second bug in TAP Doubles and tested the game for it a while back but it does not happen. Right now I find it extremely difficult to adjust to new speeds at section changes and correct sound support would really help.
"Overhangs can move through pieces": What is the Guideline solution or Arika's solution to this situation? Code: | GG | | GGJ S | |GGGJJJ SS| |GGGGGGGGGGGGGS| `--------------'
Presumably, once it's under the overhang, the overhang acts as it would in the real world, and when the stack moves down it takes the piece under it with it.
To quantify this in a solid rule: When a line is cleared and the stack drops, if an active piece overlaps the dropped stack, a wallkick check is made, with right preferring left, and down preferring up. If all wallkick checks fail (return one or more overlapped cells), spawn the piece from the top, and drop it on top of the stack. If it still overlaps, it's a top out.
Version 8.9.8-Build20090406-1806 has been installed: Changes: - Team Marathon & Expert "No line clear bug" should now be fixed - 8 way control is enabled by default for all 0G modes
Deniax: i was playing team marathon and found a bug that i haven't seen before. i've only seen it happen during a line clear. if one player clears a line and the other player has an active piece which has landed on the stack, it locks instantly. i saved a replay so you can see it (ID 33840). i haven't noticed completed lines not clearing though.