User talk:Lardarse/LRS: Difference between revisions

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m →‎S and Z: correct I
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== S and Z ==
== S and Z ==
Why are S and Z handled differently? Treating them like J, L, and T would allow more DAS-then-backtrack moves, similar to those seen in SRS (see [[Movement Finesse]]). Once you get [[Image:ITet.png|I]][[Image:ITet.png|ITet.png]][[Image:ITet.png|ITet.png]][[Image:ITet.png|ITet.png]] done, I'll consider implementing LRS in LJ and sending you some private builds to test variants of LRS against each other. --[[User:Tepples|Tepples]] 21:45, 1 May 2007 (EDT)
Why are S and Z handled differently? Treating them like J, L, and T would allow more DAS-then-backtrack moves, similar to those seen in SRS (see [[Movement Finesse]]). Once you get [[Image:ITet.png|I]][[Image:ITet.png|ITet.png]][[Image:ITet.png|ITet.png]][[Image:ITet.png|ITet.png]] done, I'll consider implementing LRS in LJ and sending you some private builds to test variants of LRS against each other. --[[User:Tepples|Tepples]] 21:45, 1 May 2007 (EDT)
:I'm not sure what you mean. And I have no problem with trying to implement it myself. That's part of the reason why I wanted to be able to compile my own binaries on Windows.
:For this, I'm not trying to implement an SRS variant. This is more meant to be an ARS variant, but with no rotation exceptions. I'm trying to create something that the hardcore players would appreciate, but at the same time doesn't scare the hell about the casual, semi-skilled, and skilled players.
:And I have a lot more pieces to document besides I<sub>4</sub>... --[[User:Lardarse|Lardarse]] 08:22, 2 May 2007 (EDT)

Revision as of 12:22, 2 May 2007

S and Z

Why are S and Z handled differently? Treating them like J, L, and T would allow more DAS-then-backtrack moves, similar to those seen in SRS (see Movement Finesse). Once you get IITet.pngITet.pngITet.png done, I'll consider implementing LRS in LJ and sending you some private builds to test variants of LRS against each other. --Tepples 21:45, 1 May 2007 (EDT)

I'm not sure what you mean. And I have no problem with trying to implement it myself. That's part of the reason why I wanted to be able to compile my own binaries on Windows.
For this, I'm not trying to implement an SRS variant. This is more meant to be an ARS variant, but with no rotation exceptions. I'm trying to create something that the hardcore players would appreciate, but at the same time doesn't scare the hell about the casual, semi-skilled, and skilled players.
And I have a lot more pieces to document besides I4... --Lardarse 08:22, 2 May 2007 (EDT)