LOCKJAW 0.18 is out 0.18 (2006-09-16): Fixed Classic lock reset (unknown regression). Fixed misbehavior when hold is pressed after a piece lands but before it locks (0.17 regression). Shadow is drawn using the piece's color, at 25% opacity, from rows 4 and 5 of ljblocks. Fixed shadow option saving (0.17a regression). Added option to hide shadow color or change shadow opacity. Split Sega rotation system into one with and one without TGM3's upward kicks. Added NES and Game Boy rotation systems. Illustration of game play has an image map: hover over a region BPM is now called speed level in preparation for other speed curves (including TGM and TA Death). My new personal best on 40 lines: Fixed in 0.18. Thank you for pointing that out. Move reset is SRS style behavior: lock delay resets when the tetromino moves in any way. Step reset is the behavior of Sega Tetris, Bombliss, Tetris DX, The New Tetris, and TGM: lock delay resets when the tetromino moves down by a row. If your chosen rotation system includes any upward kicks (like SRS and TGM3), step reset will still reset after rotation in some cases for the same reason that holding Down and spinning a piece in TDS generates points. Classic in 0.17 acts the same as Step reset due to a regression, but the intent (and the behavior in 0.1 is locking as soon as it lands. [EDIT for correctness]
ah, i see. nice job on the new record! i really like rhythm+classic. it's so hard. one more edit. i've known about this for a while, but i'm not too worried about it, so you may want to put it on the todo list or just not worry about it at all. anyway, 20g+instant doesn't really work out since instant doesn't take account of what may obstruct the tetrominoe's path. it's a move before gravity issue i suspect, and then entry delay would just skew things up even more. i use instant, but i have absolutely no problem just switching to 60hz when i need to play in a 20g environment. so while i'm pointing it out, it's not really a concern for me.
You edit lj.ini and point it to a skin file as described in README. As for where lj.ini is in the Mac version, I don't know. I haven't used a Mac since Mac OS 8. I'll let cdsboy answer that.
I played a little today but I had to leave for work shortly after I started messing with the backgrounds, etc. Is there an already existing file that makes blocks placed in the well turn grey, or is that something I'd need to tinker with to make for myself?
to change the skin: 1. find the executable 2. right click it and say show package contents 3. click contents, resources, then change the images in there.
"Is there an already existing file that makes blocks placed in the well turn grey." make all the top row of blocks in ljblocks.bmp grey.
The Rhythm gimmick will disappear in the next version, but you can apply the Rhythm speed curve (or any of the other included curves) to any other gimmick. And I'm planning a change to Rhythm that may solve the sharp difficulty increase that caffeine complains of.
Well, isn't it obvious? Soon, this site will be known as Lockjawconcept.com where we discuss Lockjaw and all relative games.
LOCKJAW 0.19 is out 0.19 (2006-09-2: Use of SRS or Sega colors is determined by a flag set for each rotation system. The rule is that rotation systems that use bounding box rotation should use SRS colors. Added TOD M4 rotation system (face up entry + bounding box rotation + roughly TGM style compensation). List items in Options flicker much less. Beginning of an actual title screen. Removed Rhythm gimmick in favor of speed curve option. Added Master and Death speed curves (requested by Needle). Death hasn't been tested thoroughly because the developer sucks at death. Blits only those playfield rows that have changed, making animation smoother on old, cheap, or mobile video cards (requested by cosmonaut). Rhythm speed curve no longer has what feels like a big elbow (requested by caffeine). Specifically it gives 20 points instead of banking more than 5 pieces' worth of time. Doesn't draw the state after the tetromino spawns but before initial rotation has taken effect (requested by Needle). Added sound effect for hold piece (requested by Needle). Land and lock sound much better (requested by Needle). Shuffle columns (seen only in Vs. w/ Items) correctly disconnects blocks horizontally. In Square mode, T-spins cause avalanches. In Square mode, lines containing a piece of a 4x4 block are worth more, and homers are worth less. Fixed ignoring diagonal presses (0.17 regression). Created a new struct "LJPrefs" to hold preferences set by the player in the Options menu separately from the parameters that the game actually uses. This allows gimmicks to override preferences more cleanly. Added support for future scoring methods where the score per line at a given point in the chain is based on a formula. Created a union that combines the new struct with the array that the Options menu edits to improve maintainability of Options. I too am perplexed by this talk of a domain name change. Could it be an expansion to cover all falling block games, not just tetromino stacking?
the intro frame looks pretty good. i'm testing the other stuff out now. the trademark-in-domain-name bothers me. i think ruling out the threatening letter situation would give me some freedom with the site. don't worry: forum and wiki remain staples-- it's still going to be just tetris. any ideas now that i've found out my first choice of blocksex.com is taken?
Likewise with my games shedding the "Tetanus" name in favor of LJ. See my front page post from May 21. tetrominoes.org
Known bug: When switching from SRS to something else or vice versa, the block images (and colors) won't be switched until you leave Options, start a game, stop it (hold Esc), and re-enter Options. (Will be fixed in next version.) Known bug: Can't hold the first tetromino.