Lockjaw: The Tetromino Game

Thread in 'Discussion' started by tepples, 13 Jun 2006.

  1. Thanks for the in-depth reply, Tepples -:) Understood perfectly -:)
     
  2. exph

    exph Unregistered

    Just created an account to thank you for this game, and point out a bug (dont know if it has been posted before):


    (When using TGM type settings)


    When a piece reaches a position when it is directly above another piece, but not yet locked in, the lock delay does not start immediately, but instead waits the time it would take to drop by one field, then starts locking in. However, when the piece started locking in and you move it left or right to a place where it can drop further, it drops immediately.


    Correct TGM behaviour (from my observations) would be:

    -Start the locking process right when the piece enters the field above another piece, but do not increase drop counter any further.

    -When the ability to drop further arises by moving the piece, stop increasing the lock-in counter, but start increasing the drop counter again. When moved back onto the other piece, continue locking in, but stop the drop counter.
     
  3. tepples

    tepples Lockjaw developer

    You're welcome.


    As far as I can tell, here's what you're seeing:

    When a piece approaches the stack within one cell while "Smooth gravity" is turned off but has not yet actually landed, the lock delay does not start immediately, but instead waits the time it would take to drop by one row, then starts locking in. However, when the piece started locking in and you move it left or right to a place where it can drop further, it drops immediately.

    The "drop counter" of Carbon Engine was measured in frames: 10 meant 1/10G, 4 meant 1/4G, and there was no way to specify, say, 3/8G (seen in TAP Master levels 120 through 139) or 5G (seen in TAP Master levels 400 through 419). But Lockjaw Engine's drop counter logic is the same as that used in freepuzzlearena Vitamins, the quick and dirty port of Vitamins to GBA in response to the announcement of WarioWare, and Luminesweeper. It's measured in fractions of rows per frame stored with a constant denominator of 65,536: 16384 means 16384/65536G or 1/4G. (There is evidence that the TGM series uses a similar system with a denominator of 256.) If you turn off "Smooth gravity", you can see exactly where the piece is.

    Is there video of this behavior so that I have something to compare with?


    Are you playing on the PC, GBA, or DS? If you have a DS and Tetris DS, how does Tetris DS react?
     
  4. two requests: option to turn off active time display (i just want to look at my real time stats, the other stat confuses me). also what about option for tetromino / seconds.
     
  5. I was playing an older obscure version of Tetris the other day called "JGOTris", and it's "Arcade" game mode (which isn't "arcade", in any sense of the term as far as I can tell). This mode allows you to play a game with the *exact same set* of tetrominos for every game (including the order of them)... which is used as a competition mode within the game using the exact same set of tets.


    This would be a really neat feature for LJ, maybe have a line in the INI file to enable this mode, and another for the preset order (i.e. "SamePieceOrder=On" / "BagOrder=IJLOSTZ").


    Dunno the feesibility for the implementation of this, but it could result in some extremely fun competitions -:)
     
  6. tepples

    tepples Lockjaw developer

    LOCKJAW 0.41 is out


    0.41 (2007-12-1B)
    • Piece set and randomizer are decoupled (requested by Lardarse and Dood77).
    • New piece set: iCheat(tm) deals only I tetrominoes, like an infamous cheat code for some other game (requested by DIGITAL).
    • New garbage style "Preload zigzag", which preloads a zigzag pattern of holes.
    • At debrief time, if at least two rows of the zigzag pattern or at least four rows of a rectum (1-block-wide opening) are formed, shows a secret grade based on the number of pattern rows instead of the number of blocks left in the playfield.
    • Debrief options section sorted by position in options menu.
    • Debrief allows for multiple pages of reports.
    (looks at 0.35 in change log)
    Blame Cubicz, who will probably blame Ludus Design.

    The song is called Max 300, not Max 5.

    That doesn't have anything to do with the Sega power-on pattern, does it?

    Can anyone suggest how it would work on the Game Boy Advance, which doesn't really have a "disk" to load preset patterns from?


    If anyone wonders why there is no traditional high score list, how would one compare a score under Tengen rotation to a score under SRS, or a score under Death speed curve to a score under Zero speed curve?
     
  7. SRAM?
     
  8. I have no idea (never played any of the Sega versions before). I simply saw that feature in the afore-mentioned "JGOTris".


    I know very little about the GBA, but maybe it could be accomplished somethging like this:

    At startup, the option would be disabled.

    One option within the GBA version's option menu would toggle the option on or off.

    Another option could be used to enter in the preset pattern (with a default preset already entered in that section), with editing of the setting something like the routine that a lot of the GB/GBC/GBA games use, where one enters in their initials/name within a highscore screen (?).



    I've pondered about how to implement a highscore table in LJ for quite sometime now. About the only thing that I could think of would be to have the highscore table added to/saved *only* when the game is configured in specific ways.


    Maybe something like saving seperate highscore tables when the game is configured *exactly* for a specific game mode from the options and settings detailed over at the Lockjaw Simulation Settings page of the Wiki.
     
  9. I think the only real way is to store patterns into the ROM...
     
  10. How many patterns are we likely to want? I'd want the original Sega Tetris power-on pattern, and that's about it.


    For the purposes of competing in a identical, but non-specific sequence, you could implement some sort of password system that seeds the randomizer.
     
  11. That's a nice idea, actually.


    Bug in debrief: Soft drop speed is sometimes reported incorrectly. 1/2G is reported as 2G, and 1/3G is reported as 3G.
     
  12. Deets

    Deets Unregistered

    Hey tepples, why not just allow the player to choose from a couple of preset rule settings according to game type - "edit" or something similar would be the rule setting that would allow the player to adjust the rules to their liking - and make those save high scores? I've used the DS/GBA version of LJ predominantly, and that's been a feature request that I've been meaning to make for a while. I usually just want to play TGM rules anyway, and having to change the rules manually by memory can be a pretty huge pain when I don't have access to the specific rule settings. If you've already elaborated about why this wouldn't be possible in the past, I apologize for the redundancy!
     
  13. For the DS version, that would be less of a problem, because of DLDI. The GBA version has no way of accessing the files on the card once the game is loaded into memory.
     
  14. eks

    eks Unregistered

    Ye settings for different modes would be nice so u don't have to change ever time. Also a better score saving/displaying, Its annoying to go through that txt file after 2 hours playing.
     
  15. But really.. SRAM. Me and a friend was working on a Deluxe Paint styled application for GBA and you could save several images to SRAM - I don't see why we couldn't use it for preset patterns.
     
  16. A small feature request (if possible), Tepples:


    Would it be possible to change the gluing options to allow "Square" gluing to be used in conjunction with "Sticky" and "Sticky by color"?


    (i.e. added to the exisiting "Gluing" section of the options menu)


    Code:
    Off
    Sticky
    Sticky by color
    Square
    Square and sticky
    Square and sticky by color
    

    BTW, I noticed that in the recent versions of LJ that the installation default for the randomizer is "Memoryless". <IIRC> in previous versions the default was "7-Piece Bag" (the current version's "Bag", I think).


    Was this intentional (just a-wondering, even though it doesn't really make a hill o' beans o' difference <G>).
     
  17. I'd like to second the feature requested by Neddle in the ToDo.txt, "Switch background pic and/or music per section".


    I was pondering this today after playing some of my multi-background skin packs (i.e. "Bejeweled 2 Worlds Skin Pack", "Tetris Classic Skin Pack", "Tetris The Grand Master Skin Pack", etc...), and had an idea that might help with this.


    Maybe you could create a new definition file with the extension ".set", ".skins", or even ".skinset". These files could be displayed and initally loaded within LJ's "Skin" selection menu. The format could be a simple single line per (existing) skinfile sort of thing, such a file with the name "Tetris Classic Skin Pack Set.set" with the following contents:


    Code:
    ; "Tetris Classic Skin Pack" Set for LockJaw
    Tetris Classic Level 01.skin
    Tetris Classic Level 02.skin
    Tetris Classic Level 03.skin
    Tetris Classic Level 04.skin
    Tetris Classic Level 05.skin
    Tetris Classic Level 06.skin
    Tetris Classic Level 07.skin
    Tetris Classic Level 08.skin
    Tetris Classic Level 09.skin
    Tetris Classic Level 10.skin
    
    or even:

    Code:
    ; "Tetris Classic Skin Pack" Set for LockJaw
    Section01Skin=Tetris Classic Level 01.skin
    Section02Skin=Tetris Classic Level 02.skin
    Section03Skin=Tetris Classic Level 03.skin
    Section04Skin=Tetris Classic Level 04.skin
    Section05Skin=Tetris Classic Level 05.skin
    Section06Skin=Tetris Classic Level 06.skin
    Section07Skin=Tetris Classic Level 07.skin
    Section08Skin=Tetris Classic Level 08.skin
    Section09Skin=Tetris Classic Level 09.skin
    Section10Skin=Tetris Classic Level 10.skin
    
    etc...


    Of course something like this would only be usable for the appropriate speed curves (i.e. NES, Game Boy, etc...), and the best thing to do if there were more sections for the speed curve than skins listed in the set definition file is simply to loop them over again.


    Also, I'm sure that the transition from one skin to the next would cause a slight loading pause, so the new feature would be more akin to to the section switching in Spectrum Holobyte's "Tetris Classic", rather than a smooth thing like in "Tetris DX" (or other Tetris variants)... but <IMHO> it would still be quite nice [​IMG]
     
  18. jujube

    jujube Unregistered

    typojaw autohotkey script [​IMG]

    the top row keys rotate and drop. this allows for even more single-keystroke placements, while still never needing more than 2 keys to place a piece. the pieces move a bit slowly left/right but you can direct the next piece while the current one is still moving.


    get autohotkey here

    http://www.autohotkey.com/
     
  19. Inspired somewhat by the 100 line thread.


    A game mode based on Marathon where you can set your own time/level/line limit where the game ends?
     
  20. I was wondering if you would make a way to customize the pieces starting positions (the positon that the blocks are in before in rotating has been done to the block). since LockJaw already has a great deal of customization abilities, the ability to customize the pieces would add to the versatility of LockJaw. Also i want it so I can try different piece starting positons for 40 lines.
     

Share This Page