What do you recommend for the default keys? Oh and by the way I am going to implement a counter-clockwise rotate key later too, to which key should that be mapped? As for the wallkicks, there is nothing like that yet. It's on the to do list but it's not a requisite for a game to do this to be Tetris guidelines compliant, so that's why I skipped over it for now I totally agree on the timer. It should be like a score multiplier, the more time left, the more score you gain. The pause before the game starts is added to the to do list, thank you. I got some criticism about the infinity feature, most people who played the game didn't like it that you can keep on rotating/moving a block forever. What should I do? Remove the feature? Make it an option? Or some system which gives the user less score if it's used "too much"?
I'm not sure about other players but I often associate Z,X, and C with action inputs and the arrow keys for directional inputs. The infinite spin feature wouldn't be a problem once you add a timer. Players who abuse it would be penalized with a high time and possibly a low score if time is a score multiplier.
Yep I was thinking about Z and X for the rotation, maybe C then for the hard drop and V for the sonic drop. Btw currently V already is bound to sonic drop and spacebar is the hard drop. You are right about the infinity score penalty. Sounds like a fun idea to implement this
Probably something close to the default keys used by console emulators: Left/Right: shift piece sideways Down: soft drop Up: hard drop Z: rotate 90 degrees counterclockwise X: rotate 90 degrees counterclockwise A, S: hold (The above refers to US and UK English keyboards, not French AZERTY or German QWERTZ keyboards.) Oh yes it is. The Guideline requires SRS, which includes a table of kicks. Reviewers have criticized Mr. Rogers's products for the same issue. TGM3, TGM ACE, and multiplayer Tetris DS have implemented a few ways to reduce the effect of Infinity. Here are some examples: A cap on the total lock delay that a single piece can use. This cap can be reset fully after a piece locks, or the player can "save up" extra lock delay over multiple pieces. Count the number of lock delay resets that each piece uses. After 15 resets with one piece, switch to "step reset" behavior, where the lock delay resets only after the piece has made a net downward movement, or "classic" behavior, which uses no lock delay at all. Mr. Rogers would prefer a 3 minute mode. Abusing Infinity reduces tetrominoes per minute, and a 3 minute mode rewards more tetrominoes per minute.
Sounds good, it's on the to do list. But to what key should I bind sonic drop? Oops I must have missed that one, I guess I'm going to reread the guidelines. SRS itself is already implemented (for 90% then), the kicks are on the to do list. I'd prefer the first way described, I don't want to limit the user to only 3 minutes of play, or isn't that what you mean?
Say you want to move a Mino a few places downwards and then in between a gap in the middle of somewhere? EDIT: By the way, how about floor kicks, are they a requisite for the game to be Tetris guidelines compliant?
You'd have to give me an example of a really good situation where soft dropping is necessary. In nearly every case, I'd say it's better to hard drop high enough so that you can firm drop into a gap. SRS uses floorkicks so I'm guessing yes.
Well I can't give you an example like that, but I see people doing it But you'd prefer that the DOWN key performs a Sonic Drop and the UP key performs a Hard Drop? Do you think most people want it that way? You have my vote I have to admit EDIT: I changed the topic title.
In fact, in Lockjaw, my DOWN key is Hard Drop and my UP key is Sonic Drop. But either way is fine with me. I don't know about other people though but I think it's a very good setup for speedruns.
Well I'm going to make a keyboard settings dialog in which users can set their own keys for actions. DOWN key Hard Drop and UP key Sonic Drop will be my default too, it just has more logic that way.
Can anyone tell me about the SRS Wall-Kick tables and how they are implemented for each piece? I've read that the 3x3 sized pieces all have the same table, is that true?
Oops already looked at SRS, but not at the external links. I was searching the whole wiki to find something useful about the tables