Lockjaw: The Tetromino Game

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

  1. tepples

    tepples Lockjaw developer

    Backwards meaning that the 3-wide tetrominoes spawn in cols 5-7 instead of 4-6, or that they spawn flat side up, or what?

    Does this mean I should implement "baby mode" (if you ? Katamari, then you know what I mean), where the game ends after 300 keypresses?

    I dodged the issue in the debriefing of version 0.06 (2006-06-25):

    • Gimmicks are sorted into columns.
    • Debrief responds to controller mapping.
    • Debrief shows keypresses per tetromino and garbage per minute.
    • Now loads/saves vkey configuration from/to disk instead of prompting the user every time the program starts.
    • Build system switched to GNU Make.
    • Terminal window ("DOS box") hidden.
    • Responds to window system's close button.
    • Counts down 5-4-3-2-1 in line or time limited gimmicks.
    • Icon in the top left corner of the window is now working.
    • Displays ljbg.jpg in the window's blank space.
    • Displays blocks from ljblocks.bmp.
    • Releases the CPU for 5ms per frame when possible, so that background tasks such as a music player can keep up.
    • Increased sound effects' volume so that music players do not completely overpower them.
    • Added macros for rotate twice, move far left, and move far right.
    • Corrected fix to alternation between falling and landed states that occurred especially when sliding a tetromino to the right under high gravity.
    • Added Items gimmick:
      Standard S.M.G., except after the first 7 pieces you get random starting orientations, no rotation, and hidden next pieces, and the speed goes to 1G. Every time you are given an I piece, either you get 2 lines of garbage or the columns of blocks in the well are shuffled.
    • Fixed scoring tables in README.txt.
    Download LOCKJAW program and Allegro 4.0 DLL
     
  2. this is hardcore. i really, really like this game. it's like sunshine dust (salad fingers).


    <img src="http://www.tetrisconcept.com/quikie.png" alt="quikie">


    still can't get winamp to work, but i think it must be my computer's fault. also, no skin support for playfield background?


    now i have to find some way of telling my friends and family i won't be seeing them for a few months...


    edit: oh i see, playfield backgrounds in the bmp, too.


    edit2: suggestion, key assign escape button. while "exit" is selected, escape will functions as enter.


    edit3:

    i don't know about that-- might be a cool idea. i was thinking about something like a mode where you couldn't move one way with a piece, then move back the other way, couldn't rotate more than twice, couldn't move a piece more than twice-- see what i mean? will there be a way to have a bmp for the next pieces? i want to make everything but the playfield and next pieces invisible (no shadow or active piece), makes good practice. maybe a new gimmick?


    edit4:

    um yeah, i'm fucking addicted now. forcing myself to go to sleep-- almost 4am. today's new record for forty line = 43.66 seconds; 149.77tpm; 2.83kpt.
     
  3. tepples

    tepples Lockjaw developer

    I've implemented "Baboo!" (300 keystrokes) in my source tree. But my cousin suggested that players might artificially deflate their kpt (and inflate their scores) by letting tetrominoes drop by gravity only.


    Earlier you said it was like Christmas. But in this case, it's nicholas getting the present, not nicholas [​IMG]
     
  4. lol, i love how you always find a way to integrate wikipedia into your posts. anyway, you could solve that problem by making zero gravity, forcing the player to drop.
     
  5. But then they'd be able to take all the time they want to plan their next few moves.
     
  6. there's no point in pressuring the player-- lockdown time resets after movement or rotation. the goal isn't to survive, anyhow. it would be interesting and perhaps meaningful to see how little input a player could use to clear 40 lines.
     
  7. tepples

    tepples Lockjaw developer

    Playing carefully, I got 41 lines in 2.87 kpt on this mode. But then groups of players may have to define what macros are permitted to be counted as one keystroke. For example, is rotate twice one or two? And is DAS one or four?
     
  8. yeah, i thought these questions may come up. das could go anything from two to five. it depends. i'm totally for tetris reform, though-- i think you should include macros as is, and keep it true to the kpt instead of simulated kpt. also, i think since lockjaw's so flexible, groups of players would need to agree on their own rules-- so competitions would need players to meet its specifications.


    hows demo recording going? i was thinking that each demo would probably need to have a snapshot portion of the player's configuration. this would aid such specification requirements (as well as may be necessary for each person to see the game right, right?)


    edit:


    just to see, i did three perfectly played games (if i made a less than optimal movement, i restarted)-- one with double rotation, one without double rotation, and one without double rotation and das. the results respectively: (1, 2, 3; avr)


    2.73, 2.76, 2.73; 2.74

    2.87, 2.84, 2.94; 2.88

    4.00, 4.04, 4.06; 4.03


    we can compare set three to tetris ds, set two to tgm3/ace, and set three to dtet/lockjaw.


    i'd love to test ars against srs, although i already know around where the results will lay. (yes that comment was directed towards you tgm guys [​IMG] )
     
  9. MAIcrosoft

    MAIcrosoft Unregistered

    wow, this is really nice. Great work tepples! [: btw, you need some graphics for the interface? Willing to do (for free) [;
     
  10. tepples

    tepples Lockjaw developer

    Thanks. But in Tetris DS, I placed the pieces as shown, and it had a different behavior.

    I tried it in TDS and Lockjaw and corrected the diagrams on the Ithing page, which I think I'll be moving to a better name soon.

    The position that this trick relies on wasn't one of the missing positions though. It relies on one of the positions not being in TW, which used the wall kick tables from the 2001 version of SRS.


    EDIT: Where did you get the "This is Tetris" rap song from the video?
     
  11. you must've had the orientations wrong or something, because it definitely works like i diagramed it in tds. press b, then once it's all the way down, press a. i've been doing this move since worlds. there's no difference between it and tds. wall kick tables from 2001 are identical to those of now. that old table you saw was an incomplete draft. koryan finished it recently (the completed draft i showed you).


    i found that tetris rap on radioblogclub.com, hehe. done by a group called molecule.
     
  12. tepples

    tepples Lockjaw developer

    You may be right. In that case,
    http://www.din.or.jp/~koryan/tetris/p/ti(w)rm-i.gif is incorrect, and the fourth and fifth frames in 1->0, which are currently (-2, 1) and (1, -2), should be swapped.

    Then what's this "Symmetry SRS"?


    And have you tried it with L and Z tetrominoes instead of J and S? It seems to work differently. Why is it called "Symmetry SRS" when the J and S works as you described (kicking down) but the L and Z work as I described (kicking up unless there's that extra block)?
     
  13. i corrected the page again. the problem is that you're not rotating symmetrically. For the J/S, orient B then A-- for L/Z orient A then B. Remember there's four orientations for i.


    i've never heard of "Symmetry SRS."
     
  14. tepples

    tepples Lockjaw developer

    I did do B then A for J/S (video) and A then B for L/Z (video), and I get different results, consistent across Tetris Worlds and Tetris DS. (EDIT: Video is available now. EDIT2: Second link corrected.) The GIF is also incorrect, as it suggests kick-up before kick-down in both directions. And if there's no "Symmetry SRS", then who keeps putting it into the game infoboxes?
     
  15. the videos only show j/s. in any case, i was talking about worlds for xbox (and probably the rest of the tetris worlds releases), as gba worlds differs a lot from the rest (starting with previews, and how lockdown behaves). in other words, gba worlds is a very bad example for real srs.


    the fact of the matter is that it works like it should in tds.
     
  16. tepples

    tepples Lockjaw developer

    oops, I pasted the first video twice. Here's the second video, with L/Z and A then B.

    But my copy of Tetris Worlds for GBA works the same as my copy of Tetris DS (except that up and down don't lock a landed tetromino in Worlds). Do you expect me to buy an Xbox to view how your copy of Tetris Worlds works or to buy a camcorder in order to prove how my copy of Tetris DS works? Is there a difference between batches of of Tetris DS Game Cards, such that yours behaves like Worlds for Xbox and mine behaves like Worlds for GBA?


    But for now, I'll update the kick table to prefer kick-down, which contradicts the GIF and contradicts the TWGBA video and contradicts observed TDS behavior.
     
  17. tepples, are you talking about <a href="http://www.tetrisconcept.com/ithingy.wmv">this</a>? because i'm a bit confused right now.


    edit: i think you're missing something, tepples. have a <a href="http://www.tetrisconcept.com/ithing2.wmv">looksy</a>.


    edit2: oh, okay i see now. you're right. they are unsymmetrical. weird. three-high without obstruction. still, this behavior is different from heboris. this looks like a glitch in the srs system.
     
  18. tepples

    tepples Lockjaw developer

    Given that all five platform versions of Worlds were written in either C or C++ or some scripting language, it wouldn't be that hard to make a single wall kick table and compile it into all versions. In fact, the decoupling of the model from the view in LJ lets different UI styles for different platforms share the same model code and remain frame-for-frame accurate against one another. It wouldn't surprise me if newer Tetris brand game engines have such an architecture as well.


    Thanks for understanding. Support for this asymmetry won't go into LJ until .kick files are in. But for now, here's a new version that should allow the "I-thing" move to work as you expect (but not yet bug for bug compatible with SRS).


    0.07 (2006-06-30):
    • Added Baboo gimmick:
      Standard S.M.G., except there is no gravity, and the game ends after 300 keypresses.
    • Cleaned up the font a bit.
    • Corrected wall kicks for I tetromino to match an updated description provided by nicholas. Specifically, I tetromino now prefers kick-down to kick-up.
    • Removed sound-not-found debug message.
    • Plays "ready, go!" like TGM.
    • Bigger font for lines and time.
    Download LOCKJAW program and Allegro 4.0 DLL
     
  19. about the "ready, go!"-- the tgm series, as well as deluxe, as well as probably others, show the piece previews during the "ready, go!", and then once it's done, the next piece moves to active piece. just a little tidbit.
     

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