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Cart #46272 | 2017-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


This is the final version of the below. In addition to all known bugfixes, (particularly a nasty one that had S and Z movement completely messed up), a new "Hidden" mode was added. Simply hold down X and Up when you start a game to access it. (Keep in mind, it is extremely difficult compared to the main game.)
The game can also now be lost! It boots you back to the title screen instantly when you do, but it shows you your grade.

1.0 Initial Release
1.0b Bugfix - Ranks S1-S9 were displaying incorrectly.
1.1 Changed - Floorkicks improved.
1.1 Changed - Hidden mode made easier on the eyes, and easier in terms of gameplay too.
1.1 Bugfix - Pieces no longer break the laws of physics and floorkick in mid-air.



This is second beta of below cartridge.
All that needs to added is formal method of losing.



Arrow keys for move the block.
Down key for move faster the block.
ZX key for move rotate the block.
Simple, yes? Now make best grade you can in order of B, 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, M, or can it be made to go even further?

TO BE IMPLEMENTED:
Z and S block aren't exist yet.
Any bugfix will be make in future.

5


a very promising start! a couple observations, though:
the randomizer seems a little too random - TGM had a four history four reroll system; basically, it would remember the past four pieces and try up to four times to get a piece that wasn't in the history at all. i'm not sure if you implemented something like that or not, but only having five pieces probably isn't helping
and you should for sure have a sound effect for each of the seven pieces when they appear in the Next field!

..sorry if that came off as rough or demanding, i've spent a couple years programming a TGM series clone, and since this is clearly based offa that series, i'm gonna be nitpicky :P
(i'm an S3 in tgm1, S4 in TAP, and a 2 in tgm3)

[edited, the rotation directions are fine on desktop]


This is really nice, but shouldn't there be a hold piece? Or at least hard drops, or a ghost piece?


I deliberately designed it without a hold or ghost piece. Hard drops were originally planned, but I scrapped the idea since once you get to S3 it becomes somewhat irrelevant seeing as soft dropping will lock the piece when it lands (or if it's already landed).


great rotation system, and interesting point system!

i just had 2 games. (golden GM for one and golden GMH for another, both died by mistake)

the hidden mode is a bit unfriendly to eyes though.. and it may become even harder later imo.

the main issue is about DAS. it's seems like you can't charge DAS during ARE if the L/R key is not pressed when the last piece locks. it slows down quite a lot.

and sometimes you get 2 combo by doing 4 lines.. maybe it's some feature or bug?


TGM1 but SRS with weird ZS kicks.


Who can get 神M or 神MH? Not me.



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