Lockjaw Classic Open

Thread in 'Discussion' started by caffeine, 18 Oct 2006.

  1. tepples

    tepples Lockjaw developer

    The DX in the names of GBC ports of older games, and in the name of upscale Intel i386 and i486 CPUs, officially stands for "deluxe".

    Yes, I need more data in order to determine whether the division by 7 (and thus the rounding) is applied before or after multiplication by the score for the line clear. Try making a tetris at each level.
     
  2. Wow that was a bit harsh, having my score accepted than declined than accepted again, for having an option turned on I did'nt even use. Oh well my fault for not looking closely at the rules.

    Thanks for letting me keep my score in the long run though.



    Yes I did retype it, how did you tell? (typos and bad grammar most likely). lj-scores.txt would have been the smarter choice, I will keep it in mind next time.


    I will make a vid if I am getting near the 5000 mark.


    - Jono
     

  3. I will advise very strongly that the game must make a statement within the game interface, and not just the manual.


    Users do not read manuals.* It is human nature. No matter how dumb/stupid/lazy the designer may condemn the user to be, it is of no use faulting them for not reading it, because it will not change for the forseeable future. Designing against the trait and abandoning "stupid" users, no matter how right and justified it may seem to the designer, will always backfire, as in interface design the user is exactly the person who matters. Besides, even if the user does read the manual, it is pretty pretentious to assume that the user will have always memorized every nonmarked detail of your software just to play with it when they have much more other things to do with their time (rhythm overrides entry delay as well, right?).


    I am not saying that Jago or I or whoever specific do not read manuals. This is a much more generalized issue. If something is unobvious, in this case the fact that the "speed curve" preference option changes varying things depending on selection, and makes things that are seemingly changeable unchangeable, the game should either make it clear, or make it so that such situations do not occur in the first place.


    One solution would be to gray out the disabled preference items and make them unselectable when they are overridden by the speed curve setting. But that will lead to a new problem in that the user cannot discern exactly WHY an item is grayed out. Such an implementation defeats its purpose, so marking the grayed out items with the source of the override would also be as important as graying it out itself. I doubt it is the best solution, but it seems like something you can do with less amounts of code compared to alternative methods.


    I am not just faulting Lockjaw either. Heboris has similar shortcomings in that certain preference options override others without clearly stating so in the interface, and it needs to fix those as well. And Heboris' preferences interface is a complete mess, owing to its patchwork roots. It is especially a problem as some of those things are only revealed in the development thread in Japanese, while English-speaking users also try to play the game as well. So far this does not seem to be the case in Lockjaw, but who knows.


    * To "If users don't read manuals, why would they read onscreen text?":

    What this literally means is that the general user threshold between reading text and skipping it is extremely low. If it's in a different file, they won't read. Concise text, relevant to the problem at hand, available at point blank distance is about as close to having a chance of the user actually reading. (Dialogs should be used with caution as well, as users will generally try to immediately dismiss anything that flies in their face.)
     
  4. the score table for tetrises.

    Code:
    15 1600
    14 1536
    13 1480
    12 1424
    11 1368
    10 1312
    09 1256
    08 1200
    07 1136
    06 1080
    05 1024
    04 968
    03 912
    02 856
    01 800
    
     
  5. tepples

    tepples Lockjaw developer

    Yup. Look at what I put in bold where I quoted you.


    Needle: I posted a response in the LJ topic.


    caffeine: It appears to do the division (and round the result down) before multiplying by 1, 3, 5, 8, or 12.
     
  6. mat

    mat

    Cleared 180 seconds on 2006-10-20 at 06:48

    (rot=Sega+TI, lock=Step reset, rnd=History 6 Rolls, spin=Off, speed=Zero)

    (grav=Naive, are=Instant, das=166 ms 60 Hz, shadow=Faint color, next=1 pieces)


    Played for 3:00.00

    Played 359 tetrominoes (119.66 per minute)

    Pressed 1249 keys (3.47 per tetromino)


    Made 136 lines

    (single: 7; double: 3; triple: 1; home run: 30, T single: 0; T double: 0; T triple: 0)

    Sent 148 garbage (49.33 per minute)


    Score: 43200



    this is hard...


    and what's with rythm mode? awarding extra points for playing fast? if that holds in this competition seems those points should be added to all modes--or, as i would much prefer, removed from the one. yes? it seems so arbitrary. (and hardly "classic")
     
  7. tepples

    tepples Lockjaw developer

    Consider it as compensation for the greater difficulty of stacking at 20G.
     
  8. i'm actually with matt on this. i don't want the extra points. they do seem arbitrary, but i want to practice in 20g, and death feels a little too fast for me.


    also, i don't really see greater difficulty in stacking in 20g. maybe at first, but i think it has it's own benefits.
     
  9. mat

    mat

    20g witihout ARE is rather difficult using the downward orientations of ARS--if you insist on the rythm score, it should be present in your death mode aswell--and you will have to give us a variable ARE--the current "on/off" option is way way too slow to use in a competition like this as you are limited to about 80-90 pieces a minute. so--those of us who are not using SRS will need a bit of ARE for IRS. you might also consider that this decision makes it silly for anyone to play in anything other than rythm if we are conserned with points--an arbitrary punishment for those not accustomed to 20g stacking. (i'm not whining, all i play is TAP death--but i think most people here are coming from the TDS perspective of things--yes?)
     
  10. i'm taking out my score and adding a new rule. i'll post a new score as soon as i get around to playing. the exception to the rule is all games played in <v21 without rhythm (everyone but me).
     
  11. I recorded it.


    Cleared 180 seconds at level 90 on 2006-10-23 at 16:09 (rot=SRS, lock=Entry reset, rnd=7-piece Bag, spin=Off, speed=Rhythm) (grav=Naive, are=Off, das=116 ms 60 Hz, shadow=Faint color, next=8 pieces)


    Played for 3:00.00 Played 382 tetrominoes (127.33 per minute) Pressed 1182 keys (3.09 per tetromino)


    Made 150 lines (single: 12; double: 4; triple: 2; home run: 31; T single: 0; T double: 0; T triple: 0) Sent 161 garbage (53.66 per minute) Left 20 blocks behind


    Score: 47200


    EDIT:


    recorded this one, too. (dl from same place)


    Cleared 180 seconds at level 90

    on 2006-10-25 at 23:25

    (rot=SRS, lock=Entry reset, rnd=7-piece Bag, spin=Off, speed=Rhythm)

    (grav=Naive, are=Off, das=116 ms 60 Hz, shadow=Faint color, next=8 pieces)


    Played for 3:00.00

    Played 398 tetrominoes (132.66 per minute)

    Pressed 1254 keys (3.15 per tetromino)


    Made 157 lines

    (single: 7; double: 2; triple: 2; home run: 35; T single: 0; T double: 0; T triple: 0)

    Sent 176 garbage (58.66 per minute)

    Left 14 blocks behind


    Score: 50900
     
  12. jujube

    jujube Unregistered

    Lockjaw is awesome! This has to be the best pc tetris game I've ever played. I'm having a little trouble with my speed though, for some reason I'm rotating T pieces the wrong way while rotating other pieces efficiently without thinking about it. Really like the "rotate left twice" feature it helps a lot with your speed. I'll post a score on 180 seconds after a little more practice. Also I had to slow the sideways speed to 30 hz because I couldn't quite control the movement. Should I stay at this speed or go back to 60 hz and keep practicing?
     
  13. you should use whatever settings you're comfortable with.
     
  14. Fask

    Fask Unregistered

    Code:
    Results for 180 seconds
    (rot=SRS, lock=Move reset, rnd=7-piece Bag, spin=Off, grav=Naive, das=Instant) on 2006-11-04 at 00:15
    
    Played for 3:00.00
    Played 276 tetrominoes (92.00 per minute)
    Pressed 1178 keys (4.26 per tetromino)
    
    Made 107 lines
    Sent 119 garbage (39.66 per minute)
    
    Score: 34500
    Finally broke 30k! [​IMG]
     
  15. nice score!
     
  16. Fask

    Fask Unregistered

    Thanks, but umm...

    oops... time to upgrade, that score was on 0.12


    The new version is awesome, just getting used to it now. Tepples, you rock.
     
  17. Fask

    Fask Unregistered

    Only 'homeruns' [​IMG]
    Code:
    Cleared 180 seconds
    on 2006-11-07 at 16:55
    (rot=SRS, lock=Move reset, rnd=7-piece Bag, spin=Off, speed=Zero)
    (grav=Naive, are=Off, das=166 ms Instant, shadow=Faint color, next=8 pieces)
    
    Played for 3:00.00
    Played 285 tetrominoes (95.00 per minute)
    Pressed 1171 keys (4.10 per tetromino)
    
    Made 108 lines
    (single: 0; double: 0; triple: 0; home run: 27; T single: 0; T double: 0; T triple: 0)
    Sent 134 garbage (44.66 per minute)
    Left 56 blocks behind
    
    Score: 37600
    
     
  18. nice one. almost 40k.
     
  19. I know its a bit late but:


    Cleared 180 seconds

    on 2006-11-28 at 17:04

    (rot=SRS, lock=Never, rnd=7-piece Bag, spin=3-corner T, speed=Zero)

    (grav=Naive, are=Off, das=150 ms Instant, shadow=Color, next=8 pieces)


    Played for 3:00.48

    Played 400 tetrominoes (132.97 per minute)

    Pressed 1373 keys (3.43 per tetromino)


    Made 156 lines

    (single: 0; double: 0; triple: 0; home run: 41; T single: 0; T double: 0; T triple: 0)

    Sent 194 garbage (64.49 per minute)

    Left 36 blocks behind


    LJ score: 54400


    I also manged to record it aswell, I will be posting it on youtube shortly [​IMG]

    - Jono
     
  20. nice. look forward to beating... i mean watching the replay of it!
     

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