2016年 4月15日(金) [ 5時45分] 2016年 4月17日(日) [23時44分] | so long since last submission |
farter> | thanks for making such an addicting game, indeed, especially the DTET rotation system DRS. it gave me hope. at least for those Js and Ls lol.
..[][][]..| ##[]##....| ########..| ########..| "the nightmare"
actually i have created my own ARS clone as XRS in T-ex, my very first "somehow big" project in programming (also vb6), before i met DTET, even before i met SRS. in the first version, it just allowed JL to climb over pimples, you can choose where to kick to by pushing move buttons simultaneously. also other pieces can do more twists with a (gradually upgraded) complex wallkick system. not sure if anyone here will be interested in trying that. (shameless ad: t-ex.tk)
and @mihys sorry i forgot the password on my last time attack submission... i'm afraid i've entered a wrong guess. will it prevent me from replacing the previous submission? |
Mihys> | Hi. Thanks for playing DTET and congratulations on beating the FURTHEST mode. I tried T-ex SWF version. I think that must be possible to rescue many more pieces than ARS/SRS from unexpected lockdown. (O < What about me!?) One thing that was a little bugging me was that the repeat (DAS) delay is "nothing" but not a short time or something when an initiation of pieces or wall-kick with move buttons, so I guessed it was so hard at 20G as below: ......[]..| ....[][]..| ....##[]..| ########..| ########..| It might be that I am just not sure. (uh, I hadn't tried 180 degree rotation.) Anyway, I think the XRS itself is quite comfortable even for me as a native DTET player. Thank you for introducing. OK. Before updating ranking, I modified the older password to the current one, then your submission could be done successfully. |
farter> | yes! it's so insightful of you to find that in such short time. it's indeed the corner case problem of current engine. what a coincidence, the player-side solution i can find for now is somehow just like JL in ARS (also for SL in your case; ZJ for mirrored): rotate it CW twice, the second rotation should be done near the pimple with → key pushed (the tetromino results on a flat status riding on the pimple); then release → key; then do the third rotation.
about 180° rotation, in fact there's no true 180° in T-ex (but actually there is... *facepalm* only for initial rotation, though i kinda want to disable it). what you get is a "repeat rotation" key, which tries to rotate in the direction (among CW, CCW) you are pushing (if both, the last pushed; if neither, in older versions it is ignored hahaha (slap)). it's also inspired from tgm's C key. for example, in the default layout, ZXC = CCW/REP/CW, (in order) Z+X=Z+Z, C+X=C+C, C+X+C+X+C+X=C+C+C+C+C+C, Z+X+C=Z+Z+C etc., it allows you to execute more complex rotation sequence without having to bounce on the same key. (though in fact, i'm not so used to it lol, but theoretically.. it can be so powerful)
when i first knew there's DTET and it's where Z+X=Z+Z X+Z=X+X, i was a bit shocked and soon started thinking about comparison between mine and yours. haha. |
Mihys> | Yeah, I see. Using the flat side is a good idea if there's the wall which prevents a piece from falling.
About the reason of DTET's 180 degree rotation by 2 buttons, maybe I imagined it was played with a simple pad such as NES, GB or something, in the first place.
"Made for just intuitive operation" or "Made for more various operations". The balance always feels difficult when I choose, not only the games but also all of programs and/or specifications... |
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