#Further DCD customisation.

1 messages · Page 1 of 1 (latest)

sudden scarab
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Hi, I just joined because I'm having a big problem with my Tetr.io gameplay experience. I am always misdropping and I have discovered the cause of it. I need DCD to be up to around 5 or so to accommodate my play style. However, when I do turn up DCD I still misdrop because it doesn't just change the delay after dropping a piece, but also the delay after rotating which is causing me huge problems. I believe it would be very helpful to me and others if a setting was added where you could change the DCD separately for after a piece rotation and after the drop of a piece. Thanks in advance. ❤️

ashen verge
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i am also relying on DCD to reset the piece to center for the same reason, would be nice to have (i use 1.6F which sometimes doesn't work but does most of the time). If your main game was T99 then you kinda expect it not to work like Jstris.

Jstris doesn't have DCD at all so the DCD in tetrio is nice by default, but it would be nice if it was possible to make DCD only activate after a hard drop

honest bramble
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We all have different preferences.

I want DCD separated because I do want DAS preservation after harddrop aka no DCD on harddrop but do want DCD after rotation.

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but yeah I would absolutely be using DCD if they were separated in parts

keen wren
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same tbh, i'm gonna slap an upvote on this awesome post

sudden scarab
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Yeah this has been making the game so awkward and uncomfortable for me and it's been distancing me greatly from improving

dense prism
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i have a big problem with DCD because i need to set it to 10 to play my best and tetrio is the only platform that supports it so i can't play well on jstris or nuketris because of it. idk how that could ever be fixed thou

buoyant echo
dense prism
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thanks for the suggestion

buoyant echo
buoyant echo
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with...that client?

sudden scarab
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No, Tetr.io with that DCD issue fixed

buoyant echo
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this game doesn't implement this DCD request, it just implements DCD as the spec is described in tetr.io right now

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that said, because it's open source, you could technically just implement it yourself

sudden scarab
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Wait how??

buoyant echo
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well i'm not a lua programmer woomy

ashen verge
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huh?

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how does that work? the game uses it but doesn't implement it

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it invokes a lua library to do it?

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how does that work on the web? 🤔

buoyant echo
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it doesn't lol, i think everyone's completely gone off the script

https://t-sp.in/cambridge/, a different stacker game, implements DCD

because this ↑ videogame is open source, if you were determined, you could personally code the tetr.io feature request this post is about. the relevant code is somewhere near https://github.com/MillaBasset/cambridge/blob/d0fdaf30abde4ffdd1723426e079b7a20f7bca3f/tetris/modes/gamemode.lua#L494
the only reason i bring this up is because someone else sent a message that tetr.io is "the only platform" to support DCD, which isn't true

true stream
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I think DCD is pretty easy to implement

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though different ppl would have different thoughts on when should autorepeat be interrupted

sudden scarab
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If this was fixed, oh god my life would be saved

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Please notice this AaaAAaaaAAaahhh

sudden scarab
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I don't think this was fixed in the latest update 😭

buoyant echo
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nop

ripe star
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to add to this thread, DCD delay currently occurs after pressing hold, it would be nice to have a checkbox to disable that so when holding DAS activates according to the previous delay

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to be more verbose, currently while holding a DAS key:

  • DCD period is active after harddrop, piece takes dcd frames to reach wall
  • DCD period is active after hold key pressed, piece taken from hold takes dcd frames to reach wall

proposed behavior:

  • DCD period is active after harddrop, piece takes dcd frames to reach wall
  • DCD period does not activate after hold key pressed, piece taken from hold takes 0 frames to reach wall

note that if hold key is pressed during the active DCD period of a previous harddrop, that period should still be respected. for example:

  • DCD period is active after harddrop, piece should take dcd frames to reach wall
  • hold key is pressed 0.3*dcd frames after that harddrop, the piece taken from hold should still take 0.7*dcd frames to reach the wall

new checkbox called along the lines of Trigger DCD on Hold would have current behavior if checked, proposed behavior if unchecked

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(if this would have been better as its own thread, sorry lol)

coral arch
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interesting, also what i've considered when i submitted the suggestion to add this, but it might be a bit too many items to configure (detail on other subsystems to this level, like das, might be like many of nullpomino rule editor "charge das when xxxxx"

kindred canopyBOT
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