Charging DAS doesn't work. In fact, using DAS during ARE means nothing happens to the next piece when it spawns. You have to let go of the arrow key and press it again to use DAS. And during the few minutes I tested, I couldn't feel any speed increase, but that could just be personal.
The problem actually lies in direction changes. The desired behavior on a direction change is for DAS to be reset and to begin charging again. Instead, you can only get one shift if you change directions immediately after DASing. The DAS counter should always increase when the same direction is held, as well as reset to zero upon any direction change. It should, however, continue to charge once the new direction is input. Hold right and then hold left. You'll notice the piece moves no further than one column from the wall, despite the fact that DAS should be charging to allow it to move to the other wall. This is probably what is causing mufunyo's problem with charging DAS during entry delay. If you leave a moment of empty input in between direction changes, movement during entry delay is recorded and played back just fine.
Wow. I love this DAS. It doesn't charge quite like any tetris game I know (they usually execute charged DAS frame-by-frame after tetromino entry), and I like it. A fully charged DAS will make a tetromino spawn on either far side of the well, which should allow for interesting moves in 20G! I did notice the speed curve this time, and it's sufficiently challenging for my alcohol-intoxicated response time, lol.
That is not the sort of positive feedback one can exactly plan to receive. I'm really glad you like it. What do you guys think about the entry delay? It currently doesn't change at all from 600ms. If it should speed up, I'll try to mess with it. Also, the lock timer bottoms out at 600ms.
I think the ARE should definitely decrease, as well as the line clear delay. I think lock delay should bottom out lower than that. For many players 600 ms isn't very challenging. The DAS is great, though. Instant is the best. Hmm, a nitpick, but if you're not planning to let the color thing change on its own, could you make it so the key that changes the colors can be set? On my keyboard reaching all the way over to backspace messes me up.
Then I suck. What's the bottom limit for ARE and lock delay? Yeah I am. It's just taking a while. Clearing ten lines will change the game's color, among other things. Also, there's a currently not-demonstrated "additive" coloration system, so I can actually apply and mix two colors with white and black. I'll hammer out the color system and my usual bag of tricks once I nail the game dynamic. If you have no idea what I'm rambling about, check out the previous Jeretris version. Hijinks abound, and they will do so again, later.
There's no universal bottom limit. It's up to you. Also, forget what I said before. I don't think it really matters that it bottoms out at 600 ms lock delay and 600 ms ARE. When I said 'many' people I was exaggerating. A casual player would find it pretty difficult. I think a separate death mode that bottoms out a lot lower would be nice though.
I've set them to range between 600ms (at first) and 300ms (minimum). What's the usual reward for a T-spin, relative to a single line clear? Currently I have a T-spin tack 300 pts onto your score, equivalent to a triple. So if you got a T-spin triple, it'd be 600 pts. And a tetris, currently, is 1200.
Guideline tetris games give disproportionate amounts of points for T-spins. As far as I know a T-spin triple is "supposed" to give you more points than a tetris, but I just think that's crazy.
The wiki describes Tetris DS's own scoring system. Given that it was reused exactly[1] in Tetris Zone, I'm inclined to call it "usual". Lockjaw has its own scoring system, also described on the wiki. [1] Not having enough RAM to run Tetris Zone on my PC, I can't tell you whether the omission of the T-spin triple from the manual was intentional.
Tetris Zone does not recognise a T-spin manuver that clears 3 lines as a T-spin. It does still recognise that twist, though, so Super TSD and other similar moves are still possible. One other thing: TZ also has a "combo" system, where if you clear lines with consecutive pieces, you get a bonus added to your score. The value of the bonus is a half of what a single would be worth at the corrent level for each piece that made a line before it in the combo.
I'm doing something similar to that. If you do two T-spins of any variety consecutively, or two Tetrises, you're rewarded more points for that move. Also, a T-spin that didn't rely on wall kicks scores higher than one that did. The reward for a T-spin in Jeretris is simply tacked on to whatever other reward you earn, so a T-spin triple scores like a T-spin plus a triple. All multiplied by your level. I don't think I've uploaded any builds so far today, but the next update should be very noticeable. I'm beginning to work on visual flourishes.
whoa whoa what's this what am i doing on there. the game's coming along nicely. the only issue i see is that sometimes a piece will DAS because of the shift input i gave for the last piece. say i move a piece left then lock+release left (at approximately the same time), the next piece will spawn far left, even though i never pressed left after i released it earlier. other than that, everything feels good hopefully there's a more challenging mode coming soon edit: so. nobody. we meet again. not so tough now, are you? didn't think so.
You're right, some key-up events seem to be ignored. I'll get on it. UPDATE: No they're not. When you hard drop the piece during DAS and let go, DAS resets immediately after you let go of the appropriate key. I could have DAS reset when you slam, but that'd eliminate the immediate DAS that everybody likes. So I'm gonna compromise. The DAS repeater will slow to one quarter its normal speed when a piece locks, and will then accelerate to full speed as it cycles. UPDATE: Bad compromise. I think I'll just leave it.
is it possible to make it ignore input for the first few frames of ARE? it seems like the ARE is long enough that this shouldn't have a negative impact on DASing the next piece. this way if you lock a piece while holding right or left, but you release right or left just after locking nothing would happen to the next piece. all i can really say is that it behaves differently from other games that accept initial input during ARE. i'm not the best at explaining what's happening though.
Could you change the graphic of either the L or J, whichever one is just an empty box? It makes actual holes in the stack more difficult to see. Just played it quite extensively, and my only other suggestion is to repeat what I sound about pressing down while the piece is locking. It should make it lock twice as fast at least as normal.