Wow, that's a lot of comments!
LoB wrote:I think what was actually surprising me was the fact that the stones directly appear below the "roof", and not above the visible area and the slowly falling into the playing field. Because of this, the straight long blocks can't be turned around in time, when the blocks have been piled up high already. Can you remotely understand what I mean?
I understand, but I'd say it's part of the game. I've tried several Tetris games, and they all do it this way.

LoB wrote:I just think when dropping blocks, the drop should completely stop when the block reached the ground. IF I want to drop the next block as well, I should need to release the button and press it again. That way you can't accidently drop a block.
Edit: Oh, one more thing: HOLDING the move buttons (left/right) doesn't result in continuously moving blocks. I think it would be nicer if they moved to the sides as long as I hold the button.
Okay, now I get what you mean!
But well, I think it's a matter of taste. Specially for testing this is great

But I guess I can change it that. The moving side-ways was kinda meant to be like this, but I can look into that as well.
About the moving out of the screen, I've had that a lot, and (hoped I) fixed that. Appearently not :/
It has something to do with turning, I guess. I'll look into that too...

Though, just tried it myself, so far I think it's just one position of the red one that is stubborn...
LoB wrote:amBx Integration
Colors: I like the colors. When getting used to them, I guess they could even help to more quickly see which block is coming, so that's a really cool intelligent integration.
Rumble: I like the rumble effect, yet I think I would extend it a bit: I think there should be a (very slight) rumble effect whenever a block hits the ground. A littler stronger effect when it has been dropped down (that could also lessen my drop block problem, because you would receive haptic feedback that a block has reached the ground and could react by releasing the drop key ). Then you could probably do the strongest rumble when lines are erased (the more lines at the same time, the stronger?)
Fans: I have no clue yet. Don't know if they are cool for that game or not. Maybe use them a bit less. Maybe only for special events, like a "Tetris" (4 erased rows at a time).
Scoring: At the moment it doesn't make any difference whether I score 4 rows with one block or 4 single rows sequentially. This should be changed - I should get a reward for scoring more lines at the same time.
Sound and music are missing. amBX should ADD to the experience, not replace it
I never use it, but other Tetris players might: Turning the blocks in the other direction is not possible yet - or is it?
I still receive the crashes on game start every now and then.
Fans: After playing a bit more: Yes, I like the fan effects.
Well, it was merely a test whether I was even able to integrate it

It's also the first game I ever made in XNA, so it was all a big test...

Colors: Yeah, I thought so too! And what else can you do, eh?

I tried to flash white when removing a line, but that didn't really work. Well, now that I've a big fan, I could try some more

Rumble: That sounds like a cool idea! I'll see what I can do!
Fans (updated version): Haha, good!
Scoring: Indeed, that doesn't matter. But I think it won't be to hard to implement!
Sound and music: Well, yeah... easier said than done

But I'll see what I can do!
Turning the other direction: Not sure why, but will be possible, I guess!
Crashes: Well, yeah, I'm no professional (yet), so that's hard to find out...
Anyway, thanks for the comments! It's actually great that someone tried it!
And I'll look into it when I've some time left!!