Tessellate: Difference between revisions

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*>Ryanheise
Added description of scoring
*>Ryanheise
→‎Scoring: Filled in more detail of the scoring algorithm
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Tessellate calculates points in two stages.
Tessellate calculates points in two stages.


1) As a tetronimo locks, Tessellate records into each block of the tetronimo the number of frames that have ellapsed since the last tetronimo was locked.
1) As a tetromino locks, Tessellate records into each block of the tetromino the number of frames that have elapsed since the last tetromino was locked.


2) When rows are cleared, Tessellate awards points according to the following formula:
2) When rows are cleared, Tessellate awards points according to the following formula:
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*columns is the number of columns cleared
*columns is the number of columns cleared
*blocks is the number of blocks cleared
*blocks is the number of blocks cleared
*blockFrames is the total number of ellapsed frames stored in each of the cleared blocks
*blockFrames is the total number of elapsed frames stored in each of the cleared blocks
*combo is
*combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
*twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
*twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
*progress is 40 + the current piece/line/level (depending on the game's unit of progress)
*progress is 40 + the current piece/line/level (depending on the game's unit of progress)
   
   
Most factors in this formula may be switched on or off when defining a game mode.
Most factors in this formula may be switched on or off when defining a game mode:
 
*If combos are disabled, then combo is always reset to 1 before the above combo formula is applied
*If multirow clears are disabled, then the combo formula is changed to increase combo by 1 rather than (rows - 1)
*If twists are disabled, then twist is always set to 0
*If progress points are disabled, then the above formula assumes a constant current piece/line/level of 80
*If speed points are disabled, then the above formula assumes a constant blockFrames of 16*blocks


== External Links ==
== External Links ==

Revision as of 01:31, 21 January 2009

Tessellate
Developer(s)hi-games.net
Publisher(s)N/A
Platform(s)Windows, Linux, Solaris, Mac OS
ReleaseSeptember 23rd 2008
Gameplay info
Next pieces1-8
Playfield size4-10w x 4-20h
Hold pieceOptional
Hard dropLocking and non-locking options
Rotation systemVarious options

Tessellate is the engine behind the tetronimo games at hi-games.net. A unique feature of the Tessellate engine is that it allows users themselves to define their own games and compete on shared leaderboards for these games. Other features include user-customisable themes and the ability to watch replays of any record.

Standard modes

hi-games.net provides 3 standard modes.

  • 40 Lines
  • 2 Minute Speed Run
  • 20G Japanese

Creating user-defined modes

Any number of user-defined modes can be created using the Tessellate Wizard tool.

Simulation

Scoring

Tessellate calculates points in two stages.

1) As a tetromino locks, Tessellate records into each block of the tetromino the number of frames that have elapsed since the last tetromino was locked.

2) When rows are cleared, Tessellate awards points according to the following formula:

points = rows * (combo + twist) * max(1, progress * columns * blocks / blockFrames)

where:

  • rows is the number of rows cleared
  • columns is the number of columns cleared
  • blocks is the number of blocks cleared
  • blockFrames is the total number of elapsed frames stored in each of the cleared blocks
  • combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
  • twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
  • progress is 40 + the current piece/line/level (depending on the game's unit of progress)

Most factors in this formula may be switched on or off when defining a game mode:

  • If combos are disabled, then combo is always reset to 1 before the above combo formula is applied
  • If multirow clears are disabled, then the combo formula is changed to increase combo by 1 rather than (rows - 1)
  • If twists are disabled, then twist is always set to 0
  • If progress points are disabled, then the above formula assumes a constant current piece/line/level of 80
  • If speed points are disabled, then the above formula assumes a constant blockFrames of 16*blocks

External Links