In what order do you think moves should be processed?

Thread in 'Discussion' started by JoshuaD, 15 Jun 2007.

  1. JoshuaD

    JoshuaD Unregistered

    If there's a rotate move, a shift move (motion to the left or right) and a hard drop move all entered during the same frame, in what order do you think the game should process them?


    Do you change your order if it's a firm drop?


    It makes sense to me that drops are processed before shifts, but I don't know where rotation would come into play there. I can think of cases where as a player I'd want it do both orders.


    Thanks!
     
  2. Rotate -> Shift -> Gravity


    Beyond that I don't care. [​IMG]
     
  3. DIGITAL

    DIGITAL Unregistered


    Same.
     
  4. Another vote on Rotate-Shift-Gravity. See the article on synchros and 20G SRS on the wiki, for cases in which this issue becomes significant.
     
  5. I concur with the above posters.
     
  6. shift then gravity? is that how tgm works? wouldn't blocks go over places they shouldn't in that case?
     

  7. The following works in TGM

    Code:
                 () 
    ()()()()         ()
       [][][][][]     ()[][][][][]
       [][][][][]     ()[][][][][]
     [] [][][][][]    [] [][][][][]
     [][][][][][][]    [][][][][][][]
     [][][][][][][]    [][][][][][][]
    
     ()<        () 
     ()<        ()  
     ()< [][][][][]   ()  [][][][][]
     ()< [][][][][]   ()  [][][][][]
     [] [][][][][]    [] [][][][][]
     [][][][][][][]    [][][][][][][]
     [][][][][][][]    [][][][][][][]
    
    Providing *left* is held down while you rotate.
     
  8. mat

    mat

    that particular move alone would be my justification for the vote in that direction. very important to be able to do that.
     

  9. Yeah, otherwise a hole on the left hand side can be very difficult to fill at 20G.


    There's a lot of strange moves that can arise from the order used, though that's the only one I ever use on a regular basis not on accident.
     
  10. DIGITAL

    DIGITAL Unregistered

    Code:
               ()
      ()()       ()()
    []()() [][][][]   []()  [][][][]
    [][] [][][][][]   [][] [][][][][]
    [][] [][][][][]   [][] [][][][][]
    
    This too.
     
  11. Might as well mention the last useful one. [​IMG]

    Code:
    [][][][]       [][][][] 
    [][][]        [][][]()()
    [][][][]  ()    [][][][]() 
    [][][][]()()()    [][][][]()
    [][][][][]      [][][][][]
    
    It makes a few other things possible too, but nothing I could see ever wanting to use during play.
     
  12. JoshuaD

    JoshuaD Unregistered

    Alright, thanks everyone.


    It's implemented Rotate -> Drops -> Shift -> Gravity.


    You can check out an early version here down at the bottom.
     
  13. tepples

    tepples Lockjaw developer

    Why drops separately? Wouldn't it be more efficient to apply them together, just increasing the value passed to the gravity function if the player is performing a soft or hard drop?
     
  14. JoshuaD

    JoshuaD Unregistered


    Maybe baby. I'll have to look into that, but what you're saying sounds right. Thanks.
     

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