is it just 20g into the system before? we'd be able to play forever for the reasons i stated in my last post. /votes teps should work off of ward and heise's "browser, highscore, and replay" model, but make it time attack and to TC's high standards. =] =] actually, i count for two votes cause i'm an admin here. =]
Rezmason: I saw some katakana in the game, it was only visible for a second or so but I'm pretty sure it said ??????? (fureteshi karasu) - huh?
i was voting for what i said i was voting for. for all i care, there could be an option for SRS/arika. and that was a little forward to assume the rest of TC users would prefer arika btw.
It works like this: there's a function that causes pieces to move down once, let's fall it shiftDown(). There's a function that calls the shiftDown() function G times, let's call it fall(). The fall() function is triggered by a timer. When the timer ticks, the fall() function calls the shiftDown() function G times. So the rate that blocks fall is determined by the delay of the timer and the value of G. The timer's delay starts at over a second (I think) and decreases, based on the number of pieces placed and lines cleared. When the delay is reaches 1/60th of a second (a "frame"), G starts going up. (1 ? G ? 20). You should be able to play forever, theoretically, but can you? Huh? I dare ya!
Clicked refresh... Got another million without 20G. No offense intended, but that's the last time I test for that.
If you have already calculated where a ghost piece would be, you don't need to move the falling piece down one block at a time; you can just move it down n blocks as long as you aren't moving it past the ghost piece.
Twenty G works, but it ain't perfect. What? I had some time on my hands! Edit: Oh yeah, you should center the flash box in the browser. Also, as predicted i can still play forever.
20g worked one out of the 3 games i played. They were all around the same length in play although i have no idea how long that was. I also got the no preview bug.
I that's not a problem with the 20G there, just that the game has instant DAS. Which kinda breaks 20G.
Yeah the same problem comes up when you use instant DAS in lockjaw. To correct it, either restrict initial sideways motion or make the program do more work and check to see if anythings in the way before moving.
To fix it all you have to do is spawn pieces before gravity is applied and after horizontal movement is applied.
Nice vid, caffeine! I think I'll keep things "broken", though it improves my chances. I'll keep debugging, but I won't bug you folks to do any testing. The next time I mention Engram on the forum, it'll have evolved quite a bit.
By the way, the katakana in that graphic is, according to Google, the Japanese translation for "plexiglass". Kinda random.
Ah, it should be ??????? (purekishi gurasu) then, not ??????? (furekishi karasu). (notice that ? and ? are different characters)