Question: The background music is the .s3m file, yes? Will it accept only s3m files, or can a plunk a more conventional filetype (mp3/wma) into the folder?
Unless you need multiplayer. For now look in lj.ini. This failure to multitask worth a damn is Windows's fault. Have you tried using the simplest available WMP skin? Or you could pause (press Esc on the keyboard) when the song is about to change. But why do you need other formats anyway? Want to write songs You can create .s3m files using Scream Tracker 3 or Modplug Tracker. Want to use songs from modarchive.com in other tracked formats Fair enough, as dumb.sf.net already supports .mod, .xm, and .it in addition. LJ 0.16 allows those formats. Want to use recordings in MPEG audio layer 3, MPEG Advanced Audio Codec, or Windows Media Audio format The .mp3, .m4a, and .wma formats are patented. In fact, I can develop this game only because Tetris itself is not patented. Want to use recordings in .ogg format I could use alogg, but it seems to come with a few issues: How would the user specify loop start and end times? Tracked formats include loop info, but I don't know of any .ogg files that do. I don't want to distribute .ogg files (which use roughly 1,000 kilobytes per minute) with lj-contrib. alogg would make lj.exe bigger as well. I want to discourage skinners from flagrantly violating copyright by ripping major label music from CDs and including .ogg files with their skins.
There's already 0G in the Baboo gimmick. You only get 300 key-presses, but that should be enough for practicing tspin setups.
I haven't played it, but is 1G not slow enough for you? I would think that tepple should insert a mode when you can pick a level and play at that level endlessly. If TDS had that option i would be happy, as I would quite like to practise t-spins and general play at 15G. (Mainly to combat the mushroom weapon on 4-player)
As far as the more realistic Vs. gimmick goes, here's what I was thinking. Combine Vs. CPU and Vs. w/Items into one gimmick, and then let the user set the options for both garbage and items. These options could be on the main options screen, but I think it would probably be better better to have a separate Vs. options subsection. For garbage, you can set how many lines you want to get each time and how often you get them. I don't know how hard or simple this would be to code, but I'm thinking the garbage should come at random intervals, and the user can set the mean time between attacks, and maybe even the standard deviation too. As for items, the mushroom and the lightning definitely need to wear off eventually. I was thinking you should only get attacked with one item at a time, with varying time between attacks just like for the garbage described above.
LOCKJAW 0.16 is out 0.16 (future): Fixed instant sideways speed (0.15 regression). In countdown modes, debrief screen displays whether clear was successful. 6-piece Bag no longer makes Vs. ridiculously easy. Counts score and garbage separately for future shift to gimmick-controlled scoring. Displays score instead of garbage on the play screen. Counts singles, doubles, triples, and homers, and displays them in debrief. Option to hide falling piece in addition to shadow. Can load mod, xm, or it music in addition to s3m. Moved skin description from lj.ini to skin.ini, and the name of this skin description file name can be changed with the Skin= command in lj.ini. Closes lj.ini when reading it. All vkey->action game key handling code moved to macro.c for future refactoring. Build process uses automatic generation of C files' dependencies for future refactoring of header files. Added two versions of NES-style blocks to lj-contrib: one by tepples and one by deepdorp. Responding to the fans: Then you hack src/gimmicks.c and recompile. Rhythm gives a constant 20G. Has anybody looked into the true behavior of items in TDS, as in what's needed for them to wear off?
have you considered making a cascade (aka quadra) mode in addition to sticky? scoring would take some thinking, though. btw, i really like how the scoring txt file is so thorough. might take some time to sort into excel though. edit: also, there's something strange about rhythm. it's like i'm fine, and then all of a sudden it goes fast and i top out all at once. it's always at the same point. maybe there should be some sort of curve to the rhythm. as you get higher, the less it increases? another thing. it takes a while to get to that point. so it's like i have to go through minutes of no challenge before getting to the hard part. so maybe the curve should go fast then slow?
you either: A) Forgot to update the source Forgot to change the version in the program C) Forgot to upload the chan ged version
So yes, it's planned. I'm also adding sticky by color (as seen in The Next Tetris and TW Sticky) which is a compromise between sticky (as seen in Bombliss, Super Scope 6 Blastris A, and TOD) and cascade (as seen in Quadra, TW cascade, and TDS touch). Thanks. It's the same text on the debrief screen. I think it's because you've been storing up time by hard-dropping pieces, and the stored-up time has expired. Perhaps stored-up time should convert to points after you build up enough; would that be a good idea? is correct. Just change the version number in getGimmick(), as I've already done. Thanks for pointing it out.
small request. next-coming tetrominoes don't deminish in size. it formats the skin, which can result in nasty looking blocks.
Precedent: TGM3's piece preview draws subsequent tetrominoes smaller than the first. So does Tetris Plus for Game Boy. But it'll be in the next version as an option, along with a TGM3 style top position. LOCKJAW is 54% platform dependent, and that's not good enough for me. I've been doing a lot of refactoring, in order to isolate what depends on the Allegro library into a few C source files. Rationale is that any code that does not depend on the Allegro library can be reused as-is on other platforms that do not have the Allegro library, and only the rest needs to be rewritten for the other platform's library. The .c files of LOCKJAW make up 116 KiB; as of the time of posting, 63 KiB of that is files that call functions in the Allegro library. I want to reduce that amount by the next version.
precedent ay? yeah, i suppose so. speaking of, how attached to "home run" are you? if we include quadra in precedent, it could go by the equally generic "quad" term. btw, your sig's lj plug links to lu. just a heads up.