generalized floor kick (20g) ?

Thread in 'Discussion' started by herc, 13 Apr 2007.

  1. regarding 20G mode:

    with floor kicks, you may with some luck move the actual play-piece over a garbage "hill" / pile of dropped pieces. but the O - piece cannot be kicked up using rotation floor kicks (at least in lockjaw and heboris - dont know about tgm series). this is quite frustrating.


    why not allow the piece to lift up and crawl over the pile automatically just by pressing left / right (causing lock delay reset) ?


    or would this feel just like 0g drop speed but without the need to actually press hard drop ?
     
  2. Because you're not supposed to let a situation like that happen in the first place.
     
  3. Interesting idea, I guess. But for me, in addition to making the game much easier, it would ruin the physics of the game. As it stands, 20G feels very elegant, real and viscerally satisfying.
     
  4. can i avoid this? in heboris, the O-block doesnt seem to move even with preloading DAS... if it falls instantly in a gap, i cant get that damn O-block out of it. most often, it then covers/blocks a hole i just wanted to fill with an L or I piece ...
     
  5. DIGITAL

    DIGITAL Unregistered

    DRS allows for moving a piece one space left and right from its initial spawn orientation doesn't it?


    Hmm, if a piece can just move over a hill by pressing left and right, it essentially is 0G. Or do you mean a player has to rotate to move pieces over hills?
     
  6. no, i mean just pressing left/right.... yes, its nearly like 0g, but no need to press drop/hard drop. so you are right - probably its not distinctive enough from 0g mode and would make gameplay much too easy.


    maybe i would be happy if the O-block behaviour would get fixed, i.e. floor kicks too for the O-block.


    and maybe, additionally, something like super-floor-kick (crawl over debris higher than one unit by - for example - pressing up AND rotate AND left / right ) ???
     
  7. tepples

    tepples Lockjaw developer

    It used to in some versions of Heboris UE, but the behavior was changed in later versions when it was discovered that TGM games don't move the tetromino in response to DAS during the first frame of a tetromino, only (initial) rotation and gravity. In Lockjaw, this is the "Initial sideways motion" option.


    If you want Super Floor Kick, go play Super Mario. Then you can press the A button for a 4-cell floor kick.
     
  8. [​IMG][​IMG] already playing super mario 64 and sunshine all the time!! thats where all my spare time goes lately...
     
  9. If it was with rotation I could perhaps understand it. It'd be like rolling it over the hill.

    Otherwise, it seems to make little sense. Then it would have to apply to every piece, which would remove 20G
     
  10. DIGITAL

    DIGITAL Unregistered

    It would make for an interesting new system to combine ARS's downward kicks with the ability to move left and right freely in 20G. You'd have the advantage of both 20G and 0G.
     
  11. tepples

    tepples Lockjaw developer

    "Advantage of both 20G and 0G"? Wouldn't that be the same thing as the Rhythm Zero speed curve in LJ?
     
  12. mat

    mat

    umm... SRS anyone?
     
  13. tepples

    tepples Lockjaw developer

    I don't know what you mean by this. LJ can be configured for SRS and all ARS variants. I don't really understand this "advantage of 20G" either, other than easier slide moves.
     
  14. DIGITAL

    DIGITAL Unregistered


    I don't quite understand the relationship you're referring to. What I meant by ARS's 20G advantage is the ability to push off of obstacles as opposed to SRS's floor kicks. The 0G advantage of course lies in the ability to move left and right over obstacles as if it were free space.
     

  15. Well. It did and still does in the original official Heboris! The UE inherited this behaviour at first, and then eventually turned it into an option that is by default off, I believe.
     
  16. side-question: is there a way to link certain words here in the forum like "DAS" or "ARE" to the wiki ? i often need to lookup and remember what "ARE" or such abbrevations mean, and having an automatic link to the corresponding wiki-page would be great for newbies like me..
     
  17. Well, you can click the Wiki button at the top, and then just type the acronym in the search bar. Anything more than that can't easily be done with the forum, as far as I know. If you need anything more convenient, I suggest you scribble notes on a piece of paper. [​IMG]
     
  18. tepples

    tepples Lockjaw developer

    That or just bookmark the wiki's Glossary.
     
  19. thanks! will bookmark that one.


    again, questions:


    does some tetris version implement the following:


    assume a piece cannot move further left / right, but could kick up or down by rotating the piece.


    if the piece could either kick up OR kick down one unit, why not let the gamer decide the kick-direction by pressing


    arrow key right + rotate left + arrow key up ---> kick up

    arrow key right + rotate left + arrow key down ---> kick down


    in gravytris, i have some bad sort of floor / wall kicks, i just try to kick the piece in several directions (up, down, left, right, diagonal) and do that kick that comes first in my hard-wired code... i wish the gamer could have more control over where the kick goes... so is this done already in another game?
     
  20. No version does that. And the benefits of choosing your kick would be far outweighed by the inconvenience of pushing more buttons. It would slow play down a lot.
     

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