3. Game Configuration
To open the 'Game Configuration' window, you have to press the Cfg button of the menu bar (see topic 2.1) and then the Game button of the configuration menu, or directly press the F2 key. This window is only accessible if you're not playing a game.

In the next topics you'll find the explanation of all the game configuration features.
3.1 Game Modes
The Figure 22 shows the portion of the 'Game Configuration' window that allows you to choose the game mode:

 

Figure 22 : Game Modes

 

The rest of the features of the Game Cfg Window, such as Game Files or Limitations, will be enabled or not depending on the game mode selected here, because each mode has its own options (some are shared). These modes and their options are detailed here:


3.1.1 Single Game
 

Your objective in this game mode is only try to solve the puzzle. If you can do that, you'll be able to achieve a position in the 'Fastest Times' or 'Fewest Moves' Records of the Board or Puzzle selected.

To play a single game, you can choose five things :

1. A board, that is, information about the 'Board Zone' and the location of the 'Flow Elements'.
2. An IP (Initial Pattern).
3. An OP (Objective Pattern).
4. A Time Limit.
5. A Moves Limit.

But only two main combinations are possible : 

a) Take the 'Board Information' and OP from a board file, use a randomly scrambled IP, and no Limitations, or
b) Take the 'Board Information' from a board file, and the rest from a puzzle file.

To learn how to choose any combination, read the next topics with more details about game files, patterns, and limitations.

3.1.2 Against Computer 

The game against the computer is played in turns, not simultaneously. In this game mode you not only have to solve the puzzle, you also have to beat the computer score. In this case, to achieve a position in the Top 10 Scores, is used the difference between both scores.

The features of this game mode deserve a special treatment. Read the topic 3.5 for full details.

3.1.3 Campaign Mode

As mentioned before, a campaign game is an ordered collection of Puzzle Files played successively. Each puzzle of the campaign (called 'levels') have their own time and/or move limitations. When you can't solve any of these levels the campaign is interrupted and considered not completed. If you solve all the levels is considered completed and this gives you the possibility to achieve a position in the Top 10 Scores of that campaign, using the total time and moves performed.

The only thing that you can choose if this game mode is selected, is the Campaign File to use. The rest of the features of the 'Game Configuration' window will be disabled.

3.2 Game Files
The Figure 23 shows the portion of the 'Game Configuration' window that allows you to choose the game files: 

 

Figure 23 : Game Files

 

As you can see, Tilerama manages three different kinds of files, described below. At the right of the 'Game Files' combos, is always shown a preview of the board selected. If a Puzzle File is selected, the preview image shows the IP of that puzzle. If there's no Puzzle File Selected, the preview image shows always the OP of the Board File.

New in v1.3! : If the actual puzzle includes a non-target zone, this will be also shown in the OP preview.

3.2.1 Board Files

These files (with extension .BRD) are located in the 'Boards' folder of the installation directory of Tilerama. They are the most important files of the game, because they have the minimum necessary information to play. Board files contain:

The function of board files is to provide the vital 'Board Information' for all the game modes. Also, they have a pattern that is used as OP when no Puzzle File is selected. They can be used to play single games (as described in the previous topic) alone, or against computer.

3.2.2 Puzzle Files

These files (with extension .PZZ) are located in the 'Puzzles' folder of the installation directory of Tilerama. Puzzle files contain:
  • An Initial Pattern (IP).
  • An Objective Pattern (OP).
  • A Target Zone (read the description below).
  • A Time Limit.
  • A Moves Limit.
  • Additional information about the puzzle's name and author.
  • Its own Top 10 Scores list.

These files doesn't have 'Board Information', so they need a specific Board File to be used. When you choose a puzzle file in the corresponding 'puzzle' combo, the board file needed is auto-selected in the 'board' combo. If this board file needed doesn't exists, an error message will appear.

The function of puzzle files is to provide different IP's and OP's for the same board files, and suggest a number of moves and time to solve them. They can be used to play single games (as described in the previous topic) and also as 'levels' for the Campaign Files.

New in v1.3! : A new sub-folder inside the 'Boards' folder, named 'Puzzles Only' stores board files which can't be used for random IP's, only for puzzle files. If a selected puzzle file uses a board stored in this folder, the 'Board File' combo will remain empty. If the board file needed for the puzzle doesn't exists in the 'Boards' or 'Boards\Puzzles Only' folders, the error message will appear.

New in v1.3! : Target Zone : Since Tilerama 1.3, Puzzle Files may include a 'Target Zone' specification. Pieces outside that zone won't be considered; a puzzle will be solved if the pieces inside the target zone are in place, ignoring the others.

When you load an older version of a puzzle file, which doesn't contains any target zone information, all pieces must match the OP to be considered solved, that is, by default, the entire board is considered as target zone.

All the OP previews existent in Tilerama will show the target zone, if available. When the current puzzle has a target zone definition, the pattern is drawn as usual, but with diagonal lines over the non-target zone, leaving perfectly visible the target zone.

If your'e not playing any game, the board itself will also show the non-target zone with diagonal lines. You can set the corresponding option if you want to keep this indication over the board during the game.

3.2.3 Campaign Files

These files (with extension .CPN) are located in the 'Campaigns' folder of the installation directory of Tilerama. They are simpler than the other game files; they only contain: 

  • The list of levels (Puzzle Files) to play.
  • Additional information about the campaign's name and author.
  • Its own Top 10 Scores list.

These files need all the Puzzle Files listed to be used. If any of these Puzzle Files doesn't exists in the 'Puzzles' or 'Puzzles\Campaign Levels' folders, an error message will appear.

The only function of campaign files is to provide the list of puzzles to play, so they can be selected only when the 'Campaign Mode' has been chosen.

3.3 IP and OP
To play any game in Tilerama, you need a starting or initial pattern (IP) and an objective pattern (OP). The Figure 24 shows the portion of the 'Game Configuration' window that allows you to choose these patterns: 

 

Figure 24 : Initial and Objective Patterns

 

You can choose to use a randomized IP or the IP provided by a Puzzle File. In the case of the OP, this can be taken from the puzzle or the Board File.

But the possibility to choose any IP or OP only exists if the 'Single Game' mode is selected, because in a game 'Against Computer' you can't use puzzle files, so only Random IP and OP from board can be used, and in a 'Campaign' game you only use puzzle files, so only can be used the IP and OP from these files.

New in v1.4! : At the right of the 'Random' option of the IP, you'll see the number of random moves to be performed in order to scramble the board. If in this place appears an 'X', it means that this value isn't defined, and it will be assigned by the game, based on the quantity of tiles of the board. To define this number, click on the indication; the 'Random Moves' window will appear allowing you to insert it.

Note : A user-defined number of random moves will avoid the possibility to achieve a position on the Top 10 Scores of the board.
3.4 Time and Moves Limit
The Puzzle Files may provide a suggested number of moves and time to solve the given puzzle. You can use this suggestions to force the abortion of the game once reached any of the limitations, making it even harder. The Figure 25 shows the portion of the 'Game Configuration' window that allows you to choose these limitations: 

 

Figure 25 : Time and Moves Limit

 

Similar to the IP and OP selection, this can be done only if there is a Puzzle File selected. In a Game Against Computer, you can choose only Board Files, so these limits can't be used (read the next topic for more details). 
3.5 Game Against Computer
As said in the topic 3.1, you can play against the computer taking turns. After both players have been played and solved (or not) the puzzle, their scores will be compared to determine the winner in two categories : 'Fastest Time' and 'Fewest Moves'. The difference between scores is used in the Top 10 Scores of the corresponding Board.

Only Board Files can be used in this game mode, so the Patterns and Limitations of Puzzle Files will be avoided. Note that both human and computer use the same board and OP, but the IP is randomized always before a game, so it won't be the same for both players.

The Figure 26 shows the portion of the 'Game Configuration' window that allows you to set the options of a game against computer:

 

Figure 26 : 'Game Against Computer' Options

 

3.5.1 Computer Speed and Accuracy

As you can see in the Figure 26, you can set the speed and the precision (or accuracy) of the computer. There are three levels of speed : slow, medium or fast, and also three levels of accuracy : poor, medium or high. The total time needed by the computer to solve the puzzle will be directly influenced by the speed level. On the other hand, the total number of moves needed will be directly influenced by the level of accuracy selected. A 'high' level of accuracy doesn't mean that the computer will solve the puzzle without useless moves .. read the topic 3.5.3 for more details about computer's behavior.

3.5.2 Turns - Using Opponent Score as Limitation

You can also set who plays first, selecting or not the 'Human Plays First' checkbox.

As said before, the time or moves limitations of a puzzle file can't be used, but you can still use the score of the first player (Human or Computer) as a limitation for the second player, in which case the turn isn't irrelevant. This limitations can be selected individually by the corresponding checkboxes : 'Use Opp. Time as Time Limit' and 'Use Opp. Moves as Moves Limit'. If both limitations have been selected, a third option will be available : 'Use Time AND Moves Limit' or 'Use Time OR Moves Limit'. In the first case, both time and moves counters of the second player must be higher than the score of the first player to stop the game. In the second case, when any of the counters reaches the score of the first player, the game is stopped.

When the game of the second player is stopped because of the limitations, the winner in both categories is the first player and the score differences aren't calculated, avoiding the possibility of Records.

3.5.3 About Computer Behavior ..

If you test the computer behavior in all the boards you'll find that it seems to be smart in the hard puzzles, but stupid in the easy ones. This is because the algorithm that solves the puzzle (and controls computer's movements) is too methodic : the minimum number of moves needed by the computer to solve a puzzle depends on the number of tiles, not on the puzzle's difficulty.

In this version of Tilerama I've decided to prevail computer's effectiveness, not its intelligence, so even in the 'high' level of accuracy it may produce useless movements, but it will always solve the puzzle. In future versions this algorithm will be improved, including some serious A.I.. By the moment, use this game mode just for fun (or to have some time or moves limitations in boards with random IP),  but don't take computer's solutions as an example of good gaming.

3.6 Loading and Saving Games   New in v1.3! 
In the older version of Tilerama, the possibility to save a game was restricted to the use of cheats. Since v1.3, this feature isn't considered a cheat anymore, allowing you the access to Top 10 Scores even if you solve a puzzle after load a game.

Saving the game

To save the currect game, you can stop it (pressing the Stop button or the F10 key) and then select the option 'Save Game', or you can directly use the shortcut Ctrl+S. A 'Game Saved' window will appear, showing the name of the file on which the game has been saved. The name of the file is built based on the current date, time, game mode, and game file selected. The first time that you do this, a sub-folder named 'Saved games' will be created in the installation directory of Tilerama; all the saved games (with extension .SGM) will be stored in that folder. Besides the game, this feature also saves the actual game configuration, so use it carefully.

Loading a game

To load a game previously saved, you can open the 'Game Configuration' window (pressing the Cfg button or the F2 key) and then pressing the button 'Load Game ..' located in that window, or you can directly use the shortcut Ctrl+L. A 'Load Game' window will appear, containing a combo that allows you to select the game to play. Pressing the Ok button will load the game selected (and its configuration) and you'll be able to play it. This can be done only if your'e not already playing a game.