If it's actually necessary, then it's been missing since 0.35, and possibly since before I wrote my compile guide. But it compiled fine for me when I wrote that guide... Gimmick suggestion: "The Korean model" Game starts as normal. After a certain number length of "time" (either time, lines, or pieces), the game gives you one less preview. after your preview runs out, it starts stealing your playfield height, until that drops to its minimum (8 lines, still?). After that, it takes away your TLS, your wallkick, your falling piece view, and then finally, your view of the playfield blocks...
Shit. I knew something would break when I refactored the PC options to share more code with the GBA options. This file was added in 0.38. I'm uploading a respin of lj038-src.zip right now. I'd call that "Decay" instead, as things are being taken away like in that Super Mario Bros. movie by Paper Rad. But I'm not so sure whether taking away TLS (aka ghost or shadow) after slowly taking away previews and ceiling is a good idea . After 140 lines of Exponential, the player is at least at 1G. Does TLS have any benefit above 1G? I thought that's part of why TGM turned off TLS at higher gravity. And I'd take away the playfield blocks long before the falling piece, even if only due to the exposure of TAP/Ti's M-roll once the so-called D.A.R.Y.L. video of TGM3 hit Kotaku. As for U, R, D, and L, the state is which way the middle finger of the T tetromino points. For SRS, all pieces start U.
well, can you edit the version in the html page too? it says 0.37 instead of 0.38 ' edit: hm it's possible that is missing a file like "pcsound.c/h" ?
How about line clear animations? I checked the TODO.txt, but couldn't see it. I might have missed it though. Playing with the pieces in the well made invisible is a lot harder when you can't see the line clear animations either. Just a flash of the blocks would be useful.
Oops. Fixed and uploaded again, I hope. What did I leave out this time? Can do for next version. You mean like the Rez Trance Vibrator? I don't see anything in the Allegro library for vibration output.
is it just by coincidence that you got topic 100 "t=100" ? cool !! and nice lockjaw documentation! how long did it take you to write ?
Spotted 1 bug and 1 glitch: Firstly, DAS delay is being reported incorrectly, as I was playing with 9 frame (150ms) DAS delay. Secondly, how did I get that home run with naive gravity? I have the .ljm if you wish to look at it... Edit: Incorrect DAS is an off-by-one error. Edit 2: It's uploaded as Stickless_home_run.ljm
Off-by-one error found in old_pc_options.c unpackOptions(). This is with 0.38, right? Please post it to the wiki. EDIT: You posted it, I found it, and I watched some of it. Turns out that it was counting a T-spin clearing 0 lines in the same space as a 4-line clear. Fixing for 0.39.
suggestion: maybe a big mode like TGM? make use of the 12 wide well. and it could toss up the "who's the fastest" threads around here, going for longevity instead of speed or something.
Does it feature pieces quadruple the size of other game modes, within a single program launch session? No.
0.35 (2007-04-25) PC: Title screen has option to select skin. This works just fine for switching between skins with blkH=12 and blkH=24 without exiting to Windows. But as for blkH=48, you're right: there are problems with the vertical placement of the playfield when blkH > 24. I'll have these mostly corrected for 0.39.
2 improvements i've noticed already in 0.38: 1. the ARE and lock delay are more fine-tunable 2. when i run Lockjaw my DAS settings are the same as i left them last time thanks for both of those. when i was playing 0.37 last night i made a replay file that somehow got corrupted, and after 34 lines were completed the pieces started locking in the center and topped out. i haven't had that problem ever before, but if it happens in 0.38 i'll let you know.