Tetrises aren't hard to make. The way to maxmize lines is to have the stack low at the end of the 2 minute timer. Whether the stack is kept low throughout, or goes up high is irrelevant, until the time is about to expire, during which tiem you need to keep the stack low to avoid wasting blocks. However since this is a line atttack, you can place them in the tetris spot before the tetris is ready with no scoring penalty. If you get too many, put one in hold. SO even if you are not making tetrises, it's best to place them in the spot they would go if you WERE going for them. And thus my point stands about avoiding havign to use the ; key by not placing Is on the right.
Clarify. I can't figure out where you explained why "it's best to place them in the spot they would go if you WERE going for them." I can think of situations where it would be very useful to place the vertical i in column 10, tetris or no tetris. And I still think tetrises are significantly more difficult to make than singles and doubles. That's why games generally score them highest.
The main problem with going for tetries is that the increase in stack height decreases your options. but that's not really true in Typomino. YOu can even do a deep drop tetris if the piece doesn't show in time. If an I is the only piecce that fits well on the right, it's because you are going for a tetris. Therefore, you should do your best to make sure that if you end up with such a situation, it is on the left instead. Now if the stack isn't high enough to get the tetris, and you already got a stored I piece, go ahead and place the I in there anyway, so it's out of the way, unless you'd rather place it sideways on top of a tower and then deep drop through it. But most important is to watch the entire preview,so you can type ahead, so to speak. there is a where the real speed is. The randomizer appears to be memoryless. Just as well, because bag would easily allow for playing forever with deep drop.
zaphod- i can deal with not placing the I vertically in column 10. still, you have 9 placement keys. to me that isn't much different from 10 because one finger still needs to cover 2 keys. if you can find a way to cut it down to 8 keys (excluding rotation) without sacrificing several useful placements i'd be interested. ct- i have a question about your 6 key system. rotation is fine, so i'm only talking about the 4 placement keys. if i hit the leftmost key first like this: Code: X[][][] then proceed to this without releasing the leftmost key: Code: XXX[] has the piece already dropped far left? or if i do it quickly enough will it drop far right? if so, how long is the delay while the game waits for other inputs? does the piece drop when you release the key(s)?
Well, this could be tweaked to whatever works best. But in my proof of concept, I had it act on input the first frame the 4 movement keys are all released. It would move counting the entire combination of keys pressed since the last time all 4 movement keys were released.
okay zaphod, i get that you're saying just make the tetrises on the left, but i'm saying what if you have a two or three (or four or more) deep hole on column 10. this can happen even if you're making tetrises on the left. or what if you have a situation like this: Code: column 8-9-10 [][]__ []__[] in this case, putting an i on column 10 is very useful since it's the only tetromino capable of clearing the top row without requiring you to clear more lines to fix the hole on the second row. see what i mean now?
Not true. Code: You can drop an L LL| L| OOL| O O| LL| L| O O| and then deep drop that S you see a few pieces ahead in the preview. SLL| SSL| OSO| I repeat. the only reason you NEED to place a I on the right is if you have a 3+ hole that you also can't fit an L, S, or T into without them clearing within a few pieces. Sure, it's right to have the button there, but by playing well, you can eliminate the need to ever press it, thus removing that key from consideration.
deep drop's crap, and it's probably a temporary bug at that. in any case, you're only allowing yourself to fix that with L, and then if you have a two deep, you're only allowing yourself to again fix it with L. where you before had two options, now you have only one. if i played well enough, i'd never need to rotate more than once in tetris splash, but is it really a good and useful idea?
I strongly suspect that deep drop is intentional, due ot the lack of allowed sliding.. However, it may be replaced with restricted deep drop, which only drops pieces into spaces they coul dhave been placed in without it in a normal tetris game. Assuming clearance, a J can be deep dropped in instead. and if that gap was 2 deep, then an l could be deep dropped in. When playing in normal tetris, is is very rare that i ever get stuck needing a long piece on the wrong side. Maybe it's just me, though.