LOCKJAW 0.39 is out 0.39 (2007-10-24) Does not double line clear delay (unknown regression). Source code includes new files options.h and old_pc_options.c which were mistakenly left out of 0.38 (reported by tr3). Draws "hotline" symbol on lines being cleared (requested by Rosti LFC). Debrief no longer counts a zero line T-spin as a home run (0.28 regression; reported by Lardarse). New randomizer 7+1-piece Bag adds one randomly selected tetromino to each bag (requested by colour_thief). Refactored speed curve state information for pseudo-OO refactoring. New option: Bottom blocks allows the falling piece to fall past blocks into an appropriately shaped hole (requested by mar). Added bottom blocks and well size to debrief. New gluing options Sticky and Sticky by color. PC: Skin specifies the loop point, music volume, and whether the music starts before or after the "Ready, Go" animation. PC: Fixed off-by-one in sideways delay (reported by Lardarse). PC: Fields with blkH > 24, especially blkH == 48 and Well height 10, are more likely to fit on screen (reported by Needle). What can you do with "sticky" gluing and a skin with connected blocks? What can you do with a skin that uses blkH=48?
I didn't count the hours, but the manual has been HTML since 0.10 (July 2006), and it was plain text for about a month and a half before that. Did you accidentally press the stop recording key? But seriously, I've had replays go out of sync once myself. Eventually, I'm planning to rewrite the whole replay system to be more robust, based on some concept of keyframes. When I removed the extra 5-frame delay from cascade, I screwed up and put an extra delay equal to line clear delay between the line fall phase and the next entry delay. Correct: Lock, lines removed, line clear delay, lines fall, ARE, new piece enters. Incorrect: Lock, lines removed, line clear delay, lines fall, another line clear delay, ARE, new piece enters. A regression is the reappearance of a defect. Ordinarily, when I fix a regression, I try to give the version number that introduced the regression. Here, "unknown regression" means that I couldn't find a change in the change log that might have caused the misbehavior to start happening, nor did I feel like installing old versions to find which was the first that had the misbehavior.
The bottom blocks option makes me think of push mode for some reason. I forsee an immediate problem of detecting this within the engine, as I believe that it doesn't differentiate between landing on the stack and landing on the floor. There's also the issue of what to do on a bravo (and at he start of the game). My suggestion would be start with 4 lines of garbage (except in drill, which already had garbage at the start), and deliver 4 lines on a bravo. This leads to another suggestion of detecting a bravo, and reporting them in the debrief (and maybe also adding scoring for them). And in other news, LJ 0.39 still compiles on Linux. Once I remember to build JPGalleg first...
Love the new version, Tepples - Extremely cool looking effect :thumbsup: That is definately a cool one. A small well width and large height (with cascade) with that option enabled was keeping me entertained for quite some time (yes, I'm easily amused <G>) - Hehe, my "Blue Neon" skin looked even weirder moreso <LOL>! Those are some real handy features. Quite a few of my skins use OGGs that would sound more appropriate looped. Hehe, was editing my "Stretchtris" skin for 48x48 blocks for use in a 10x10 well... EXCELLENT for old tired aging eyes like mine <G> -
Do you have an NES emulator? If so, try tetramino. And how far along is gpSP so that you can play TOD? But Needle is right about one thing: I don't have a PSP, nor do any members of my family. I have played a PSP for 15 minutes in my life, and that was just to verify some edge cases of the Lumines rules while developing luminesweeper.
well I could do all the testing... The nes one looks a bit basic, however TOD looks great. But wait, why would i want to play tetris while being high? Im going to try LJ (not TOD, that looks a tad lame on gba now via gpsp... *edit* Well... it's crap I'm hoping for a developer to one day make mame on psp run TGM2... but i really doubt it will ever happen
hey tepples, what would you think about adding a 12-piece bag randomizer with 1 of each tetromino and these 5 pentominoes: Code: ooooo oooo oooo oooo oooo o o o o or maybe a 19 piece bag with these and 2 of each tetromino? i think that would be really fun to mess around with. and i know it's called Lockjaw "The Tetromino Game" but i guess you've already broken that rule with putting dominoes and trominoes in the 10-piece bag
i thought that maybe the ones with long sides would be easier to place without making the well wider or using cascade gravity.
I don't think that's true. I prefer the short ones to the long ones. These are quite easy to place: Code: O O OO OOO OO O
yeah... maybe too easy to place? at any rate i'd still like a bag that includes mostly tetrominoes, which means cutting something out. edit: heh i did mention wanting something easy didn't i. i should've been a little more clear. if it was too easy, it might not make a big enough difference from using tetrominoes only, don't you think?
Found a little glitch when the hotline symbol is displayed when clearing lines: If the playfield is set to transparent in a skin ("transparentPF=1"), block number 1 (the top-left block in the "ljblocks" and "ljconn" blocks images, which would normally be used to fill the playfield if "transparentPF=0") is flashed across the playfield along with the hotline symbol-line.
Ordinarily, the logic used for gravity (incl. soft and hard drop) and shadow moves the shadow down until it overlaps something, then moves it back up a row: Code: for y in piece.y down to floor: if overlap(piece.x, y): set hardDropY to y + 1 and stop With bottom blocks, it starts at the floor, moves up, and accepts the first position that doesn't overlap something: Code: for y in floor up to piece.y: if overlap(piece.x, y): set hardDropY to y and stop This was intended to match the behavior of hard drop in multiblocks. Noted in TODO.txt. Pentix? Next things you're going to ask for are Dr. Mario, Puyo Pop, Tetris 2/Tetris Flash, and Bombliss. Then I might as well update the engine to support 6 blocks per piece, each of a different color Block 0x100 not drawn transparent in PC frontend: Fixed in next version. Does anyone remember Balloon Help from the Mac OS 7 and 8 era?