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> Demand a non flash/browser based game from TTC?
Kitaru
post Jul 7 2012, 06:50 PM
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QUOTE(Sisu @ Jul 7 2012, 10:09 AM) *
Slow down. First, does Hangame fulfill the requirements set forth in the OP? Undecided.png
More or less.

QUOTE(Sisu @ Jul 7 2012, 10:09 AM) *
Leave NES Tetris out of this. Wink.png
That's not even a good joke. :| You know what I'm talking about -- people shouldn't be forced to make do with up-to-rotate/space-to-drop configs if that's not their layout, and they shouldn't be forced to make do with strange approximations of the layout they do use. Old console/arcade versions tend to automatically provide the only layout that makes any sense given the controller (the travesty that is Famicom Tetris excluded), whereas new console or PC games should ideally have a configuration menu given the increased complexity of the input devices involved.

Hangame doesn't even have an option for left-hand movement, so it's automatically terribad. Clearly. </Zircean>


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myndzi
post Jul 7 2012, 10:56 PM
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Honestly, I think Tetris players have become spoiled by fan games. We feel entitled to EVERYTHING WE WANT from rotation and movement settings to control configuration, and if they don't give it to us then they're automatically awful.

If there's another competitive video game that has a more random spattering of input selections than Tetris, I'm unaware of it.

On the surface, it's not really a problem - I mean, do whatever feels best, rite? - but at the same time the diversity of input layouts we use makes for difficult translation between games and input mechanisms, particularly with regards to the use of up and down or the ordering of the rotation buttons.

The only problem that would arise from forcing a consistent layout on Tetris players is that a bunch of them would bitch for a few weeks/months until they got used to it, but if there was enough reason to play it they'd do it anyway.

So, no. I don't believe that ultra-configurable key layouts are a necessity for a good Tetris game. Stick to the functions that matter, and worry about the icing later.
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Paradox
post Jul 8 2012, 03:50 AM
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the best game we have right now is cultris II. The only thing wrong with it is the randomizer and previews. They are implementing a lot of good things that tetris games need. There is enough customization for comfortable play and preference. They have achievements n such and the game is very pretty.


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chisox20
post Jul 8 2012, 05:05 AM
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QUOTE(Paradox @ Jul 8 2012, 03:50 AM) *

the best game we have right now is cultris II. The only thing wrong with it is the randomizer and previews. They are implementing a lot of good things that tetris games need. There is enough customization for comfortable play and preference. They have achievements n such and the game is very pretty.


I also like the cultris look/style/feel. If they would allow a hold piece and reward spins somehow it would be near perfect in my opinion.
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myndzi
post Jul 8 2012, 06:21 AM
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> I like this game except for all the things that distinguish it. If they would only take away all those things and make them the same as every other Tetris game, it would be great.
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meow
post Jul 8 2012, 08:13 AM
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I also find Cultris 2 to be the best game at the moment.

I can hop on and join an existing ffa game most of the time. The great thing about the ffa room is that it is the standard room that everyone joins.

It's too bad some people dislike it because the randomizer is a challenge, but that's exactly why I find it interesting; it rewards good stacking. Spins are different to the guideline spins. Their reward is the ability to patch your field or extend combos. They're not necessary, but they certainly can be used to good effect.
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Integration
post Jul 8 2012, 08:50 AM
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I also find Cultris 2 to be the best game at the moment. Its biggest strength (beside cool graphics and awesome bots) is the network code. It allows to play without any lags, if your computer can handle graphics. So Cultris 2 would also be a good platform for other modes, though matrix is shortish for most modes.

QUOTE(myndzi @ Jul 8 2012, 12:56 AM) *

So, no. I don't believe that ultra-configurable key layouts are a necessity for a good Tetris game. Stick to the functions that matter, and worry about the icing later.

You forgot, that keyboards look different. Notebooks' layout is different to standard keyboards and keyboards vary from country to country, e.g. guideline Tetris games use the letter Z as a standard key, although it lies on the top row on German (QWERTZ...) and French (AZERTY...) keyboards.
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myndzi
post Jul 8 2012, 08:56 AM
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QUOTE(Integration @ Jul 8 2012, 08:50 AM) *

You forgot, that keyboards look different. Notebooks' layout is different to standard keyboards and keyboards vary from country to country, e.g. guideline Tetris games use the letter Z as a standard key, although it lies on the top row on German (QWERTZ...) and French (AZERTY...) keyboards.


Firstly, I didn't say "no configurable keys", I said "ultra-configurable keys" (as in, anything goes.)

Secondly, games in general read the key codes, not the interpreted letter; that is, they pay attention to the position of the key, not the value.

Thirdly, laptops must maintain the usual qwerty layout at the very least, and so it can be relied upon. The problem isn't that there is no set of keys that would be a comfortable standard, it's that when you're thinking about the problem you're thinking of the keys you use... or else, you're thinking of keys that don't matter to you and just looking for an argument Smile.png

Just sayin'.

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Kitaru
post Jul 8 2012, 11:38 AM
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QUOTE(myndzi @ Jul 8 2012, 01:56 AM) *
Firstly, I didn't say "no configurable keys", I said "ultra-configurable keys" (as in, anything goes.)
How is there any distinguishable difference between "configurable keys" and "ultra-configurable keys?"

QUOTE(myndzi @ Jul 8 2012, 01:56 AM) *
Secondly, games in general read the key codes, not the interpreted letter; that is, they pay attention to the position of the key, not the value.
This isn't entirely true. For example, I've had to keycode hack a program because of its separate colon and semicolon keys and adjacent foward slash and backslash keys on Japanese keyboards.

QUOTE(myndzi @ Jul 8 2012, 01:56 AM) *
The problem isn't that there is no set of keys that would be a comfortable standard, it's that when you're thinking about the problem you're thinking of the keys you use... or else, you're thinking of keys that don't matter to you and just looking for an argument Smile.png
I just don't see why you'd enforce one (especially given the bad taste of the ones that have been forced upon us in official games in the past), but I'll reserve judgment until point #1 is cleared up.


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ohitsstef
post Jul 8 2012, 12:47 PM
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QUOTE(myndzi @ Jul 7 2012, 10:56 PM) *

Honestly, I think Tetris players have become spoiled by fan games. We feel entitled to EVERYTHING WE WANT from rotation and movement settings to control configuration, and if they don't give it to us then they're automatically awful.

If there's another competitive video game that has a more random spattering of input selections than Tetris, I'm unaware of it.

On the surface, it's not really a problem - I mean, do whatever feels best, rite? - but at the same time the diversity of input layouts we use makes for difficult translation between games and input mechanisms, particularly with regards to the use of up and down or the ordering of the rotation buttons.

The only problem that would arise from forcing a consistent layout on Tetris players is that a bunch of them would b**** for a few weeks/months until they got used to it, but if there was enough reason to play it they'd do it anyway.

So, no. I don't believe that ultra-configurable key layouts are a necessity for a good Tetris game. Stick to the functions that matter, and worry about the icing later.


This is what I've been saying for a long time now. =-= No one is ever satisfied with any games that come out. When they come out people are always complaining - it doesn't have custom das, i can't change my controls.. etc etc. We're so spoiled.


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