Design decision time: For each frame, store keystrokes ("user pressed key left, user released key left, user pressed B, user released B"). For each frame, store actions performed by the player (e.g. "move left by 1, rotate counterclockwise by 1"). Option A allows a keystroke counter and a pseudo-display of the player's hands a la Death_800.mpg, but versions of the engine that allow custom macros will have to store the macro definitions in the replay file. Option B better resists changes in macro behavior and is more likely to allow demos to remain synced from version to version. It also fits in more cleanly with the way the is factored at the moment.
i like b, but whatever. by the way, i sysoped you on the wiki, you know, just in case you need to delete anything.
well, macros aren't really the argument here, as they're in both options. one's just less work for tepples. b looks better to me because of "more likely to allow demos to remain synced from version to version. It also fits in more cleanly with the way the is factored at the moment." i mean, i'm not saying i couldn't just play lockjaw without macros-- as i do with heboris. losing impact for macro compatibility does seem disappointing, though. it's one, of many, innovative tidbits lj has over the masses of other tgames.
I just really like seeing joysticks or whatever moving during replays. It'll be harder to learn from videos with B because you can't actually see what they're doing. But yeah I could see how it might hold back macro developments. Instead of a joystick, it would be neat if it showed a keyboard... It'd be a lot more work, but you could show even the craziest macro setups in motion.
Custom macros and recordable demos aren't in yet, but a few other features are in 0.09 (2006-07-16): Reverted sideways kicks of I tetromino rotating from horizontal to vertical based on testing I-I interactions in Tetris DS. Key pretending is now more consistent. TGM World stops at 290 lines, more like Tetris The Grand Master. In gimmicks with ARE (currently TGM World), allow initial hard drop. Now free software under GNU General Public License. Fixed incomplete first permu (0.08 regression). Has its own icon instead of the wall kick editor's icon. Input actions are now a 32-bit record for future recording. Hidden next piece is now a separate variable, which next piece sound also respects, fixing Items. Download LOCKJAW program and Allegro 4.0 DLL, or view README
Tepples: The black screen glitch that kotetsu213 was talking about happens to me quite often, but as you said only when alt tabing. Also, I broke version 0.8. "LOCKJAW fatal error - Could not open the main window." It happend when I ran a recording program piror to opening the lj program, now it broke for good. Never mind, I'll just play the new version - Jono EDIT: Or it could be that I had my resoultion set set to 800/600
The game window is 800x600 plus the size of the border+titlebar. It should fall back to full screen mode when the desktop is 800x600.
Sorry to say, but there I cant play lj while my resoultion is set to 800/600. Just displays the fatal error message. Doesnt really bother me I only have my resoultion set to 800/600 when recording. No big loss. - Jono
I have ported LockJaw to os x. Currently it will only run out of the applications folder, because i have no idea how os x programs work... Its currently only for ppc, sorry any mactel owners download it here
Still no luck here, cdsboy. No dock bouncing or anything. EDIT: Okay, I figured out that I'm supposed to install the Allegro library, and used Fink to do so, but it still doesn't do anything.
I thought libjpgalleg was static. But by the end of this page, I'll have 0.10 (for Windows) ready, and it will involve yet another library.
Okay the new version seems to work. There's a problem, though: I went to set the keys, and I thought I was selecting which thing to change with up and down, but I ended up setting everything to up or down, and now I can't play.
Okay, now that I've actually had a chance to play it I can post some impressions. The presentation seems smooth and polished, even though the gameplay still has a few kinks to work out. The pieces seem to me to zip to the edge a bit too quickly. Also, I fail to see the point of playing a TGM-style mode with SRS. But Rhythm mode is beautiful, I can see a lot of potential there. Keep up the good work, Tepples.