stick this in your fusebox! http://hebo.game-host.org/src/hebo0037.zip rotate: w,e,r,u,i,o place: a,s,d,f,g,h,j,k,l,; and deep drop works.
very interesting. but why do they allow for deep-drop? ok, maybe because all other things cant be done (down kicks and slide unders) but this key - arrangement indeed should allow for very high speed play - if someone takes the burden to learn and get used to that many buttons. i am eager to see some youtube videos with that game...
ah, and i forgot: i think this key-arrangement is sub-optimal, because you need to switch between rotation buttons and placement-keys. i would rather suggest placement with keys 1,2,3,4,5,6,7,8,9,0 and rotate with the thumbs: c,v,b,n
if you want to complicate things using the current key assignments, try never rotating with the same hand you're placing with. it could be optimal if you can get used to it.
herc, i'm trying out your key assignments and i have a suggestion: v: rotate 180 b: rotate CW v and b: rotate CCW then your thumbs never have to move.
cool idea! but why not this: v: rotate ccw b: rotate cw v+b: 180 by the way: who did program that game? i cant understand the config.txt because its all japanese... i tried to modify key_left_0 and key_right_0 (assuming that these are the rotate 90 buttons) but it doesnt work...
i don't know who made the game, and i tried changing the config file too and nothing happened. i'm using autohotkey to change the controls. and yeah, that rotation key setup would be symmetrical and more intuitive. you might have to write out a script though unless that functionality is added to the next version of typomino.
the current system is more optimal because you can rotate with both hands, and you don't rely on your thumbs (the slowest fingers).
ok, that sounds true, but for beginners, the thumb setup would be easier to learn. - but on the other hand - highspeed tetris is not for beginners anyway...
very interesting! but looks a bit hard to get used too - maybe even harder than the setup used in typomino.. the big advantage of your setup is: one hand for rotations, the other for placement...
yeah, this type of key configuration is definitely not for beginners. i'd be interested to see if anyone could make some impressive results with it.
A simple optimization. Tetris on the LEFT. That way, the ; key never needs to be hit, as the ONLY reason to ever press it it to drop an I piece on the right..
The BAT keyboard looks almost custom-made for your input method suggestion, although with three thumb keys rather than two individually pressable rotation keys.
what if you need to place your i block vertically on the rightmost? and what makes you think the player's making tetrises at all?
Also, if you pay close attention, you can play "normal" tetris using the fallen piece controls to move under overhangs or use wallkicks.
I believe the best thing to do with I pieces is to try and save them for tetrises, not because tetries score more, but the placement on extreme left or right interferes least with the placement of other pieces. Placing on the left mean syou don't have to use the ; button at al anymore. That said, there's a reason this is called "Typomino". Don't think of the buttons as colunms. think of each piece rotation/column placement as a two character word, and TYPE it. Once you starts to see the piece positions by word equivalents. Leftmost colum, rotated left= UA COlum 9, rotate right =RL then the game falls into place. As i'm a lousy typist, i haven't been able to do this.
uh huh, but typomino is a two minute line attack (which i think is a little better than lines-made time attack). so what makes you think a player would even set out for tetrises in a line attack? they're undoubtedly harder to make.