Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[AVALANCHE mode] No sound will play when clearing more than 4 blocks #9

Closed
GoogleCodeExporter opened this issue May 6, 2015 · 7 comments

Comments

@GoogleCodeExporter
Copy link

What steps will reproduce the problem?
1. Make a clear of 5 blocks or more

What is the expected output? What do you see instead?
No sound will play at all, when it should at the very least play the same sound 
it plays for clearing 4 (the four line sound).

Please use labels and text to provide additional information.
When dealing with Puyo/Dr. Mario-style modes, the game counts the number of 
blocks it is clearing as "lines" and then bases which sound effect to use off 
that. I would do a simple fix for this, but I figured I would ask around if 
anyone wants to use a different way to do this for the color clearing modes.
(i.e. SFX number = min(blocks / 3 + 1, 4) or something like that)

Original issue reported on code.google.com by Zirc...@gmail.com on 18 Jul 2010 at 4:26

@GoogleCodeExporter
Copy link
Author

Even better: Play the combo sound for each clear, based on the chain number, 
like in the actual Puyo games.

Original comment by Zirc...@gmail.com on 18 Jul 2010 at 5:09

@GoogleCodeExporter
Copy link
Author

[deleted comment]

@GoogleCodeExporter
Copy link
Author

Yeah, I noticed the problem during testing, but haven't gotten around to 
actually fixing it.

What about SFX number = min(gemsCleared, 4) for Dr. Mario-style modes, and the 
formula you suggested for Puyo-style modes?

Original comment by Poochy.EXE on 18 Jul 2010 at 6:57

@GoogleCodeExporter
Copy link
Author

By "the formula", do you mean:

SFX number = min(blocks / 3 + 1, 4)

or:

SFX number = chain number

because I'd actually prefer the latter. More true to form.

Original comment by Zirc...@gmail.com on 19 Jul 2010 at 7:50

@GoogleCodeExporter
Copy link
Author

I was thinking to use the line clear SFX based on clear size, and the combo 
sounds based on chain size.

Original comment by Poochy.EXE on 19 Jul 2010 at 8:11

@GoogleCodeExporter
Copy link
Author

Well, don't most games now use the 1chain sound for a regular clear?

Original comment by Zirc...@gmail.com on 19 Jul 2010 at 9:09

@GoogleCodeExporter
Copy link
Author

At some point, this was changed to use chain SFX...

Original comment by Zirc...@gmail.com on 31 Jul 2010 at 5:26

  • Changed state: Fixed

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant