Ferrero
08-22-2007, 01:47 PM
Hello everybody,
I'm writing a Tetris Engine for the PSP and TetrisConcept is really a good knowledge base.
For the fisrt mode of this Engine, I'm trying to replicate the TGM1, but there is something I'don't understand about the scoring.
In the wiki I've found this about TGM1 :
TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:
* You receive more points for clearing more lines at once.
* Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing.)
* You receive points for forcing a piece down. (Though only when this results in cleared lines!)
There are a few scoring gimmicks unique to TGM:
* You receive a combo bonus for clearing lines with consecutive pieces.
* You receive a bravo bonus for clearing the entire screen.
Incidentally, for all players good enough to attain the rank of S9 score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is a more technical description of the scoring formula:
Score = ((Level + Lines)/4 + Drop) x Lines x Combo x Bravo
Where:
* Level is the current level you are on.
* Lines is the number of lines you just cleared.
* (Level + Lines)/4 is rounded up.
* Drop is the number of spaces you manually dropped the piece. The last space your piece falls does not contribute to this, however locking the piece once it has landed will add 1 to the Drop.
* Combo returns to 1 by default every time a piece does not clear lines. Otherwise, it is :
Combo = Combo - 1 + (2 x Lines - 1)
* Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
So by this formula you only score point when at least a line is cleared, am I correct ?
And the second point I don't understand is about Combo : Combo = Combo - 1 + (2 x Lines - 1)
What the initial value of combo in this formula ?
The wiki says "You receive a combo bonus for clearing lines with consecutive pieces." but I can't see that in this formula.
Another thing that touble me, is the leveling.
On the wiki I see this : does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level, as follows:
Level Speed
0 to 199 -> 1/64G to 1/1.8G
200 to 299 -> 1/64G to 1G
300 to 399 -> 2G to 4G
400 to 499 -> 5G to 3G
500 to 999 -> 20G[/quote]
So between 0 and 199 I've made this formula to compute the gravity :
Gravity : (138/199) * Level + 4, I store the gravity like in TGM 2 (It's 256/Gravity frames per rows).
This function is linear, is it correct to do a linear interpolation ?
Thanks for your great Job
I'm writing a Tetris Engine for the PSP and TetrisConcept is really a good knowledge base.
For the fisrt mode of this Engine, I'm trying to replicate the TGM1, but there is something I'don't understand about the scoring.
In the wiki I've found this about TGM1 :
TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:
* You receive more points for clearing more lines at once.
* Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing.)
* You receive points for forcing a piece down. (Though only when this results in cleared lines!)
There are a few scoring gimmicks unique to TGM:
* You receive a combo bonus for clearing lines with consecutive pieces.
* You receive a bravo bonus for clearing the entire screen.
Incidentally, for all players good enough to attain the rank of S9 score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is a more technical description of the scoring formula:
Score = ((Level + Lines)/4 + Drop) x Lines x Combo x Bravo
Where:
* Level is the current level you are on.
* Lines is the number of lines you just cleared.
* (Level + Lines)/4 is rounded up.
* Drop is the number of spaces you manually dropped the piece. The last space your piece falls does not contribute to this, however locking the piece once it has landed will add 1 to the Drop.
* Combo returns to 1 by default every time a piece does not clear lines. Otherwise, it is :
Combo = Combo - 1 + (2 x Lines - 1)
* Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
So by this formula you only score point when at least a line is cleared, am I correct ?
And the second point I don't understand is about Combo : Combo = Combo - 1 + (2 x Lines - 1)
What the initial value of combo in this formula ?
The wiki says "You receive a combo bonus for clearing lines with consecutive pieces." but I can't see that in this formula.
Another thing that touble me, is the leveling.
On the wiki I see this : does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level, as follows:
Level Speed
0 to 199 -> 1/64G to 1/1.8G
200 to 299 -> 1/64G to 1G
300 to 399 -> 2G to 4G
400 to 499 -> 5G to 3G
500 to 999 -> 20G[/quote]
So between 0 and 199 I've made this formula to compute the gravity :
Gravity : (138/199) * Level + 4, I store the gravity like in TGM 2 (It's 256/Gravity frames per rows).
This function is linear, is it correct to do a linear interpolation ?
Thanks for your great Job