#1
2665
(由 Microsoft 翻译) 我正在做冠军赛。原因是我认为现代特瑞斯规则应该保留。
现代俄罗斯方阵有许多有趣的机制,允许快速发挥和各种得分策略。其中一个概念是锁定延迟的概念。这意味着,无论重力有多快,碎片都可以在地面上停留一段时间,直到被锁定,通常是30帧(半秒)。此外,每次移动和旋转时锁延迟重置,但锁定延迟重置量有限,以减少无限播放。锁延迟的概念使得使用高重力是可行的,1G重力是每帧1个空间,甚至高达20G重力,每个帧的碎片会立即落到地面。
最终,当我实施四种模式(蒙特里斯 2,蒙特里斯 3,蒙特里斯 4,蒙特里斯 5),我将上传到公共域名。有关每个变种的详细信息将在我发布时显示。
现代俄罗斯方阵有许多有趣的机制,允许快速发挥和各种得分策略。其中一个概念是锁定延迟的概念。这意味着,无论重力有多快,碎片都可以在地面上停留一段时间,直到被锁定,通常是30帧(半秒)。此外,每次移动和旋转时锁延迟重置,但锁定延迟重置量有限,以减少无限播放。锁延迟的概念使得使用高重力是可行的,1G重力是每帧1个空间,甚至高达20G重力,每个帧的碎片会立即落到地面。
最终,当我实施四种模式(蒙特里斯 2,蒙特里斯 3,蒙特里斯 4,蒙特里斯 5),我将上传到公共域名。有关每个变种的详细信息将在我发布时显示。
(原文) Montris 2, Montris 3, Montris 4, Montris 5
I am working on the title games. The reason is that I believe the modern Tetris rules should be preserved.
Modern Tetris has many interesting mechanics that allow for rapid play and various scoring strategies. One of the concepts is the concept of lock delay. What this means is that no matter how fast the gravity is, the piece can stay on the ground for some time until being locked, usually 30 frames (half a second). Furthermore, the lock delay resets on each move and rotation, though the amount of lock delay resets is limited to reduce infinite play. The concept of lock delay makes it feasible to use high gravity, 1G gravity being 1 space per frame, even up to 20G gravity where pieces immediately drop to the ground on every frame.
Eventually when I implement the four modes (Montris 2, Montris 3, Montris 4, Montris 5), I will upload it to the public domain. The details about each variant will be revealed when I release it.
I am working on the title games. The reason is that I believe the modern Tetris rules should be preserved.
Modern Tetris has many interesting mechanics that allow for rapid play and various scoring strategies. One of the concepts is the concept of lock delay. What this means is that no matter how fast the gravity is, the piece can stay on the ground for some time until being locked, usually 30 frames (half a second). Furthermore, the lock delay resets on each move and rotation, though the amount of lock delay resets is limited to reduce infinite play. The concept of lock delay makes it feasible to use high gravity, 1G gravity being 1 space per frame, even up to 20G gravity where pieces immediately drop to the ground on every frame.
Eventually when I implement the four modes (Montris 2, Montris 3, Montris 4, Montris 5), I will upload it to the public domain. The details about each variant will be revealed when I release it.
作者 Piotr Grochowski
2021-07-31 03:26:59
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#2
2665
(由 Microsoft 翻译) 这里是蒙特里斯 2/3/4/5: https://tetrisimplementation.coosucks.repl.co/montris.html
Montris 2 保留了现代马拉松比赛,每 10 条线路的水平就会增加一次,速度也会提高。15级是极其容易的,20级仍然很容易,但30级需要非常快速的运动。
蒙特里斯3保留现代短跑游戏,以尽快清除40行。
蒙特里斯 4 保留了现代超级游戏, 以便在 2 分钟内获得最高分。
蒙特里斯 5 保留特瑞斯大师, 每一块增加水平 (除了在 99, 199, 299, 399, 499, 599, 699, 799, 899 和 998) 和每行明确计数的水平, 以及, 玩家必须达到水平 999 。
@Novel游戏,一定要将源代码转换为新的闪存游戏系统(HTML5),一定要尽可能准确地转换它,以保持现代规则(移动重置锁延迟,超级旋转系统等),并记住蒙特里斯5故意偏离一些现代规则,以保留另一个游戏。
(原文) Here is the Montris 2/3/4/5: https://tetrisimplementation.coosucks.repl.co/montris.html
Montris 2 preserves the modern marathon game where the level increases every 10 lines and the speed increases as well. 15 levels is extremely easy, 20 levels still easy, but 30 levels requires extremely rapid movements.
Montris 3 preserves the modern sprint game in order to clear 40 lines as fast as possible.
Montris 4 preserves the modern ultra game in order to get the highest score in 2 minutes.
Montris 5 preserves Tetris The Grand Master where every piece increases the level (except at levels 99, 199, 299, 399, 499, 599, 699, 799, 899, and 998) and every line clear counts toward the level as well, and the player has to get to level 999.
@Novel Games, be sure to convert the source code to the New Flash Game System (HTML5), be sure to convert it as accurately as possible so as to preserve the modern rules (move reset lock delay, super rotation system, etc.) and keep in mind that Montris 5 intentionally deviates from some of the modern rules to preserve another game.
作者 Piotr Grochowski
2021-08-02 03:41:38
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#3
2665
(由 Microsoft 翻译) @Novel游戏如果您已经下载了v1.0,请将其替换为v1.01,以便修复我和O montriminos的故障蒙特里斯5保持生成位置。
(原文) @Novel Games If you have already downloaded v1.0, replace it with v1.01 so as to fix the glitchy Montris 5 hold spawn position of I and O montriminos.
作者 Piotr Grochowski
2021-08-02 19:19:05
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#4
2665
(由 Microsoft 翻译) 制作渲染器时,请务必包括游戏场(x 坐标向左增加,y 坐标向上增加,我建议像我一样显示游戏场上方的一些行)、时间、线条、水平、分数、件件以及最近的行清除事件(单、双等),以及保留和接下来的六个预览。转换时保持内部游戏相同。应该是60fps
游戏内指令应该是"控制方块以填充行。使用左箭向左移动,右箭向右移动,向上箭头向硬下降,向下箭头向软下降,Z向左旋转,X向右旋转,左移保持,并进入暂停。如果你把一个怪物完全放在游戏场上方,游戏就结束了。
蒙特里斯2的完整描述应该是"这是'马拉松'模式的线明确游戏,以通过尽可能多的水平,在提高速度。在蒙特里斯2号的比赛中,你的目标是旋转蒙特里米诺,这样它们就会填满赛场上的行,然后被清除。当游戏开始时,一个蒙特里米诺将从游戏区的顶部下降,接下来的六个蒙特里米诺将显示在右边供您参考。您可以按键盘上的左右箭头键移动 montrimino、硬落的上箭头键、软下降的向下箭头键或顺时针方向旋转方块的 X 键,或用于逆时针旋转的 Z 键,以及用于按住 montrimino 的左移键(如左上图所示),以及暂停的输入键。当蒙古人填满一整排时,它们将被清除出游乐区。每 10 行的水平增加,速度也增加。到 20 层,每次 montrimino 到达地面时,您都会获得 30 帧(半秒)的锁定延迟。高于 20 层,锁定延迟将减少,最终需要极快的移动进行。如果你把一个怪物完全放在游戏场的上方,游戏就会结束。
蒙特里斯3的完整描述应该是"这是'冲刺'模式的线清除游戏,以尽快清除40行。在蒙特里斯3号的比赛中,你的目标是旋转蒙特里米诺斯,以便尽快清除40条线。当游戏开始时,一个蒙特里米诺将从游戏区的顶部下降,接下来的六个蒙特里米诺将显示在右边供您参考。您可以按键盘上的左右箭头键移动 montrimino、硬落的上箭头键、软下降的向下箭头键或顺时针方向旋转方块的 X 键,或用于逆时针旋转的 Z 键,以及用于按住 montrimino 的左移键(如左上图所示),以及暂停的输入键。当蒙古人填满一整排时,它们将被清除出游乐区。要赢得比赛,你必须在游戏开始后立即清除 40 行。如果你把一个怪物完全放在游戏场的上方,游戏就会结束。
蒙特里斯4的完整描述应该是"这是'超'模式的线明确游戏,以获得最高分在2分钟内。在蒙特里斯4号的比赛中,你的目标是旋转蒙特里米诺,这样它们就会填满赛场上的行,然后被清除。当游戏开始时,一个蒙特里米诺将从游戏区的顶部下降,接下来的六个蒙特里米诺将显示在右边供您参考。您可以按键盘上的左右箭头键移动 montrimino、硬落的上箭头键、软下降的向下箭头键或顺时针方向旋转方块的 X 键,或用于逆时针旋转的 Z 键,以及用于按住 montrimino 的左移键(如左上图所示),以及暂停的输入键。当蒙古人填满一整排时,它们将被清除出游乐区。你有2分钟的时间获得尽可能高的分数。一定要尝试背靠背的 T 旋, 组合, 和完美的清除, 以增加分数。如果你把一个怪物完全放在游戏场的上方,游戏就会结束。
Montris 5 的完整描述应该是"这是线清除游戏的'大师'模式,玩家必须达到 999 级。在蒙特里斯2号的比赛中,你的目标是旋转蒙特里米诺,这样它们就会填满赛场上的行,然后被清除。当游戏开始时,一个蒙特里米诺将从游戏区的顶部下降,接下来的六个蒙特里米诺将显示在右边供您参考。您可以按键盘上的左右箭头键移动 montrimino、硬落的上箭头键、软下降的向下箭头键或顺时针方向旋转方块的 X 键,或用于逆时针旋转的 Z 键,以及用于按住 montrimino 的左移键(如左上图所示),以及暂停的输入键。当蒙古人填满一整排时,它们将被清除出游乐区。每个放置的蒙特里米诺增加水平,每行清除也增加水平。然而,在99、199、299、399、499、599、699、799和899级,只有线清除数将计入该级别。此外,在 998 级,要达到 999 级,需要最后一行清除。高达 899 级,每次 Montrimino 到达地面时,您都会获得 30 帧(半秒)的锁定延迟。高于 899 层,锁延迟减少到 17 帧,需要非常快速的移动进行。如果你把一个怪物完全放在游戏场的上方,游戏就会结束。
(原文) When you make the renderer, be sure to include the playfield (x coordinate increases to the left and y coordinate increases upwards, and I recommend showing some rows above the playfield like I did), the time, lines, level, score, pieces, and the recent line clear event (Single, Double, etc.) as well as the hold and six next previews. And keep the internal gameplay the same when converting. It should be 60fps.
The ingame instructions should be "Control the blocks to fill the rows. Use left arrow to move left, right arrow to move right, up arrow to hard drop, down arrow to soft drop, Z to rotate left, X to rotate right, left shift to hold, and enter to pause. If you place a montrimino entirely above the playfield, the game is over."
The full description of Montris 2 should be "This is the 'marathon' mode of the line clear game, in order to get through as many levels as possible in increasing speed. In the game of Montris 2, your goal is to rotate the montriminos so that they fill the rows in the playfield and then be cleared. When the game starts, a montrimino will descend from the top of the play area, and the next six montriminos will be displayed on the right side for your reference. You can press the left and right arrow keys on your keyboard to move the montrimino, the up arrow key to hard drop, the down arrow key to soft drop, or X key to rotate the block in clockwise direction, or the Z key for counterclockwise rotation, and the left shift key to hold the montrimino (as shown in the top left), as well as the enter key to pause. When the montriminos fill a complete row, they will be cleared from the play area. Every 10 lines the level increases and so does the speed. Up to level 20, you will get 30 frames (half a second) of lock delay each time a montrimino reaches the ground. Above level 20, the lock delay will decrease, eventually requiring extremely rapid movements to proceed. If you place a montrimino entirely above the playfield, the game ends."
The full description of Montris 3 should be "This is the 'sprint' mode of the line clear game, in order to clear 40 lines as fast as possible. In the game of Montris 3, your goal is to rotate the montriminos so as to clear 40 lines as fast as possible. When the game starts, a montrimino will descend from the top of the play area, and the next six montriminos will be displayed on the right side for your reference. You can press the left and right arrow keys on your keyboard to move the montrimino, the up arrow key to hard drop, the down arrow key to soft drop, or X key to rotate the block in clockwise direction, or the Z key for counterclockwise rotation, and the left shift key to hold the montrimino (as shown in the top left), as well as the enter key to pause. When the montriminos fill a complete row, they will be cleared from the play area. To win the game, you have to quickly clear 40 lines as soon as the game starts. If you place a montrimino entirely above the playfield, the game ends."
The full description of Montris 4 should be "This is the 'ultra' mode of the line clear game, in order to get the highest score in 2 minutes. In the game of Montris 4, your goal is to rotate the montriminos so that they fill the rows in the playfield and then be cleared. When the game starts, a montrimino will descend from the top of the play area, and the next six montriminos will be displayed on the right side for your reference. You can press the left and right arrow keys on your keyboard to move the montrimino, the up arrow key to hard drop, the down arrow key to soft drop, or X key to rotate the block in clockwise direction, or the Z key for counterclockwise rotation, and the left shift key to hold the montrimino (as shown in the top left), as well as the enter key to pause. When the montriminos fill a complete row, they will be cleared from the play area. You have 2 minutes to get as high of a score as possible. Be sure to try out back to back T-spins, combos, and perfect clears to increase the score. If you place a montrimino entirely above the playfield, the game ends."
The full description of Montris 5 should be "This is the 'grand master' mode of the line clear game, where the player has to get to level 999. In the game of Montris 2, your goal is to rotate the montriminos so that they fill the rows in the playfield and then be cleared. When the game starts, a montrimino will descend from the top of the play area, and the next six montriminos will be displayed on the right side for your reference. You can press the left and right arrow keys on your keyboard to move the montrimino, the up arrow key to hard drop, the down arrow key to soft drop, or X key to rotate the block in clockwise direction, or the Z key for counterclockwise rotation, and the left shift key to hold the montrimino (as shown in the top left), as well as the enter key to pause. When the montriminos fill a complete row, they will be cleared from the play area. Each placed montrimino increases the level, and every line clear increases the level as well. However, at levels 99, 199, 299, 399, 499, 599, 699, 799, and 899, only line clears will count towards the level. Furthermore, at level 998, a final line clear is necessary to get to level 999. Up to level 899, you will get 30 frames (half a second) of lock delay each time a montrimino reaches the ground. Above level 899, the lock delay decreases to 17 frames, requiring extremely rapid movements to proceed. If you place a montrimino entirely above the playfield, the game ends."
作者 Piotr Grochowski
2021-08-02 21:12:17
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#5
2665
(由 Microsoft 翻译) 并保留蒙特里米诺的色彩主题:
蒙特里斯2/3/4:绿色S,红色Z,黄色O,青色I,橙色L,蓝色J,品红色T-这是现代色彩的主题。
蒙特里斯5:品红色S,绿色Z,黄色O,红色I,橙色L,蓝色J,青色T-这是TGM颜色的主题。
默认情况下,这在演示中使用。
(原文) And preserve the color theme of the montriminos:
Montris 2/3/4: green S, red Z, yellow O, cyan I, orange L, blue J, magenta T — this is the modern color theme.
Montris 5: magenta S, green Z, yellow O, red I, orange L, blue J, cyan T — this is the TGM color theme.
This is used by default in the demo.
作者 Piotr Grochowski
2021-08-03 03:44:51
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#6
2665
(由 Microsoft 翻译) @Novel游戏Vista建议,要运行C++演示,您必须使用微软视窗(英特尔计算机的微软操作系统),2000年或更高版本。然而,最终的HTML5版本将跨平台,就像所有游戏在小说游戏。
(原文) @Novel Games To run the C++ demo, you will have to use Microsoft Windows (a Microsoft operating system for Intel computers), 2000 or up, Vista recommended. However, the final HTML5 version will be cross-platform like with all the games on Novel Games.
作者 Piotr Grochowski
2021-08-04 01:55:20
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#7
2665
(由 Microsoft 翻译) @Novel游戏说, 他们没有玩演示, 但会发挥它时, 他们有时间。但时间的增强已经 在@Novel运动会了。
(原文) @Novel Games said they haven't played the demo but will play it when they have TIME. But the TIME power up is already in @Novel Games.
作者 Piotr Grochowski
2021-08-14 23:13:27
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#8
2665
(由 Microsoft 翻译) @Novel运动会如果您已经拥有 v1.0 或 v1.01,请务必将其替换为 v1.10。它改变了评分系统,并介绍了蒙特里斯5死亡。由于许多经验丰富的TGM球员会发现很容易达到999级在蒙特里斯5,死亡模式必须引入,必须有一个单独的排行榜,因此目前总共五个建议的游戏。
(原文) @Novel Games If you already have v1.0 or v1.01, be sure to replace it with v1.10. It changes the scoring system and introduces Montris 5 Death. As many experienced TGM players will find it extremely easy to get to level 999 in Montris 5, the Death mode had to be introduced and must have a separate leaderboard therefore being a total of five suggested games for now.
作者 Piotr Grochowski
2021-08-17 03:11:03
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#9
2665
(由 Microsoft 翻译) 蒙特里斯2的修订描述:"这是线清晰游戏的'马拉松'模式,玩家必须通过尽可能多的水平,以增加速度。在蒙里斯 2 的游戏中, 你的目标是旋转蒙特里米诺斯, 以便他们填补在赛场上的行, 然后被清除。游戏开始时,蒙特里米诺将从游戏区域顶部下降,接下来的六个蒙特里米诺将显示在右侧供您参考。七个蒙特里米诺是 I, J, L, O, S, T 和 Z 随机顺序。如果你把一个蒙特里米诺完全放在球场之上, 游戏就结束了, 否则, 下一个蒙特里米诺将生成。生成七个蒙特里米诺之后,将生成七个蒙特里米诺的另一组随机组。您可以按键盘上的左右箭头键移动蒙特里米诺,向上箭头键到硬落,向下箭头键向软下降,或 X 键在顺时针方向旋转蒙特里米诺,或 Z 键逆时针旋转,左移键保持蒙特里米诺(如左上图所示) 以及暂停的输入密钥。当蒙特里米诺斯填补了一个完整的行,他们将被清除从游戏区:单为一行,双为两行,三为三线,蒙里斯为四行。为了获得更高的分数,您可以通过旋转 T Montrimino 来清除线条,这样旋转后就不会发生任何运动,并且从 T Montrimino 中心旋转的四个对角相邻的米诺斯中至少有三个被覆盖,这称为 T-Spin。增加分数的另一种方法是清除与连续的蒙特里米诺斯,这被称为组合的线条。如果在蒙特里斯或 T-Spin 之前清除的最后一行是另一个蒙里斯或 T-Spin,则会将其标记为背靠背,增加分数。每 10 行水平增加,速度也增加。高达20级,你将得到30帧(半秒)的锁延迟,每次蒙特里米诺到达地面。锁延迟可以通过移动或旋转次数有限来重置。在 20 级以上,锁延迟将减少,最终需要非常快速的移动才能继续。
(原文) Revised description of Montris 2: "This is the 'marathon' mode of the line clear game, where the player has to pass through as many levels as possible in increasing speed. In the game of Montris 2, your goal is to rotate the Montriminos so that they fill the rows in the playfield and then be cleared. When the game starts, a Montrimino will descend from the top of the play area, and the next six Montriminos will be displayed on the right side for your reference. The seven Montriminos are I, J, L, O, S, T, and Z in a random order. If you place a Montrimino entirely above the playfield, the game ends, otherwise, the next Montrimino will spawn. After the seven Montriminos have been generated, another random set of the seven Montriminos will be generated. You can press the left and right arrow keys on your keyboard to move the Montrimino, the up arrow key to hard drop, the down arrow key to soft drop, or X key to rotate the Montrimino in clockwise direction, or the Z key for counterclockwise rotation, and the left shift key to hold the Montrimino (as shown in the top left), as well as the enter key to pause. When the Montriminos fill a complete row, they will be cleared from the play area: Single for one line, Double for two lines, Triple for three lines, and Montris for four lines. To get a higher score, you could clear lines by rotating the T Montrimino in such a way that no movement occurs after the rotation and at least three of the four diagonally adjacent Minos from the center of the T Montrimino are covered, and this is called a T-Spin. Another method to increase score is to clear lines with consecutive Montriminos, which is called a combo. If the last line clear before a Montris or T-Spin is another Montris or T-Spin, it will be marked as Back to Back, increasing the score. Every 10 lines the level increases and so does the speed. Up to level 20, you will get 30 frames (half a second) of lock delay each time a Montrimino reaches the ground. The lock delay may be reset by a move or rotation a limited number of times. Above level 20, the lock delay will decrease, eventually requiring extremely rapid movements to proceed."
作者 Piotr Grochowski
2021-08-28 20:11:39
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#10
2591
回答 #7:
(由 Microsoft 翻译) 我不认为他们在谈论时间通电...
(原文) I don't think they're talking about the time power-up...
作者 Alex Gordillo
2023-10-20 04:39:37
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#11
2665
回答 #10:
(由 Microsoft 翻译)
“现在打开 Montris2.cpp 文件,转到'游戏内'功能,然后继续转换。”
“你玩过演示并打开源代码了吗?”
@Novel Games:“不,我们还没有。有时间我们会这样做的。所以他们毕竟在谈论时间。
(原文)
"Now open the Montris2.cpp file, go to the 'ingame' function, and proceed to convert."
"Have you played the demo and opened the source code?"
@Novel Games: "No we haven't yet. We will do that when we have time."
So they were talking about TIME after all.
作者 Piotr Grochowski
2023-10-20 21:06:31
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