Comments (2)
Sure. The more info, the better. If it's possible for to provide a video demonstrating this behavior, that'd be helpful.
from shiromino.
@gregorulm Just committed a change that might have closed the issue. You were right about the seed not being very random between games. Before that change, the value of the seed on game over from the last game would be used for the next game. I changed it to constantly keep changing the seed nondeterministically while in the menus, so you'll always get a very random seed every game. The change applies to all modes, as the previous non-randomness was occurring with all modes.
Though the supposed same-initial-sequence thing you observed could just be seeing a pattern where there isn't one, because the seeds do change pretty randomly every time the randomizers are run, so the seed on game over of one game that got used for the next game wouldn't be similar to the previous game's initial seed. But the change I made is still appropriate, and is the "right way" to initialize the seeds before starting games.
from shiromino.
Related Issues (20)
- Add World Rule and "Cross-Rules" for all modes. HOT 10
- Practice Mode: garbage lines, additional lag HOT 1
- Document grading criteria of Pentomino C mode HOT 1
- Don't render mouse pointer HOT 6
- (Possible bug, but please retain!) Changing view is possible in main menu HOT 2
- Route CLI output to text file HOT 3
- Track time/pieces placed at counter stop
- Timings aren't accurate HOT 2
- Latest build can't be executed HOT 1
- BUTTONESCAPE is not compatible with arcade controls HOT 3
- Pentominoes P and Q fail some very plausible finesse kicks HOT 1
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- Difficulty 100 is not a uniform distribution HOT 4
- shiromino.sqlite collision
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- Web port
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from shiromino.