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TODO.txt
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TODO.txt
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Future:
* Dual Marathon gimmick:
The keys control both a platform game (in the top window) and
standard S.M.G. (in the bottom window). If you die on either
window, you lose.
* Ridin' Spinners gimmick:
Standard S.M.G., except if you abuse lock delay, or you make a
T-spin triple, the music changes to a cover of "Ridin' Spinners"
by Three 6 Mafia for a few seconds, and the screen spins (as in
TOD).
* Wi-Fi Items gimmick:
3/4 of the time you start it, it will play annoying music for
two minutes, give an 86420 error, and quit. The rest of the
time, it will play annoying music for between 15 seconds and
two minutes and then switch to Vs. w/ Items gimmick.
* Expand pcjoy: two players, two pkeys per vkey per player
* Two-player modes
* Compose synchronized music for Rhythm mode
* H&R Blocks scoring method:
First spotted in freepuzzlearena Tetanus. Each piece is either
entirely dark or entirely light. A line of all dark or all light
scores as 2 lines. Score for n lines is n*(n+1)*50.
* Store and display assertion text
* Change wall kick tables from set of arrays to array of structs,
where each struct represents a rotation system.
* Low res version for recording using free version of camstudio.
* Store keypress count in ljm.
cdsboy wants:
* UI for skin switching
* Transparent playfield (seconded by Bloodstar)
* DTET rotation system, per wiki
* DTET rush mode (please describe this in detail)
* DTET lives (please describe this in detail)
* Editable option presets
The game keeps a list of named presets. Each preset has a list
of options with a checkbox by each option's name. If the box is
checked, the checkbox value overrides the base option value.
Player can choose two presets before playing; generally, these
will be a rotation system and a rule set (seconded by Needle,
kotetsu213, and jujube)
* Editable game keys presets (please describe the UI)
* Next above shadow (faint)
Needle wants:
* Wall Kick Explorer and support for its .kick files
(to replace hardcoded tables in wktables.c)
* When ARE is turned on, don't require Down to be repressed until
the game gets fast. (In TGM2, "fast" is level 900-998 of master
or all of death.)
* Skin control for sound effects (seconded by Cubicz)
* Switch background pic and/or music per section
deepdorp wants:
* Editor for macros
* Macro saving and loading
caffeine wants:
* Make Baboo! force infinite lock delay instead of 0g
* Move all skin-related files to folder "skin"
* Configure "console buttons" (Esc to pause, [ to record, ] to
play)
* Skip game over and ready go animations
Joshua wants:
* Explosions (for Bombliss)
Caithness wants:
* More realistic Vs. w/ Items gimmick (to be described later)
* More garbage options (to be described later)
* Let the user modify speed curves: for example, user should be
able to make rhythm speed up slower (to be described later)
(seconded by caffeine, Ezzelin, and zzo38computer)
PetitPrince wants:
* Vs. Elite garbage style, described by submitter:
you get 7 garbages after random(1,7) seconds, then random(3,5)
garbage every random (5,20) seconds
Lardarse wants:
* "Blackjack" language for custom randomizers, as described on
the wiki
* Bleep gimmick:
Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1.
* Four/five color Dr. M
* Six color puyo
* GBA: Ready, go, countdown, win, lose sounds
* Symmetric Arika, which prefers left kicks over right kicks when
rotating to the left
* Option for preset hold piece: none (current behavior), random,
I, J, L, O, S, T, Z, I2, I3, L3
* Separate goal and countdown code out of gimmicks into an option,
controlled by LJField::goalType. Goals include none, lines,
level, score, and time, which activate comparisons against
goalCount. (seconded by caffeine)
Bloodstar wants:
* Option for garbage density
* Option for garbage randomness
* PC: Skin sets size of blocks, not hardcoded 24x24 pixels
* PC: Skin sets size of window, not hardcoded 800x600 pixels
* PC: After two-player modes work, allow Internet play
* PC: FreeType support
* PC: AVI export based on code from FCE Ultra
* PC: Add Game_Music_Emu to LJMusic
* PC: Second music that plays when blocks are over a certain height
* GBA: Integrate Pimpmobile music engine
* GBA: Debrief (seconded by zzo38computer)
matt_hatter83 wants:
* Customizable speedometer algorithm (1 to 10, cumulative)
Cubicz wants:
* Speedometer in "Next at right" mode
* High score table (seconded by Ezzelin)
* Speed graph in debrief
* PC: Thematic options menu (like the GBA)
Ezzelin wants:
* Put user-created rulesets in
$HOME/.lockjaw/rules/ (Unix)
%appdata%\Pin Eight\lockjaw\rules\ (Windows)
4matsy wants:
* Double buffer entire screen, not just the well.
* Option to draw sprite pieces (next, hold) without
clipping to the well edges.
bob_fossil wants:
* Real DS music and sound effects engine
zzo38computer wants:
* Bastet randomizer
Zed0 wants:
* Tetrinet client
Rosti LFC wants:
* 7-piece Bag, first tetromino always I, J, L, or T (seconded by
Cubicz)
kiwibonga wants:
* Line clear animation