Manual

    Change the look and feel of the game. Your game environment needs only the elements you want to use ..
     
    Triangle Type :
    There are 4 triangle versions
    • Ed : Edgy. very old style triangle with sharper edges. The markers are shaped with 12 edges.
    • RoF : Round and Flat. The triangle is thin and flat as if it were cut from a cardboard. The markers are painted on with a black rim.
    • Roe : Round and Edgy. A mariiage between the last two. Flat triangle and cornered markers.
    • & Std : Soft and flatish and all rounded. The Standard triangle.
    The reason behind these choices is simply 'taste' & the very different GPU processing power necessary for the animated graphics. The Standard triangle needs about 20 times more than the other ones.
     
    The Symmetry lines, which determine triangle movements can be ..
    • Off : .. switched off completely 
    • Ghst : .. ghosted. That is, they have a shadow, but are otherwise invisible.
    • Trsp : .. transparent. They are visible themselves without shadows.
    • Full : .. fully visible with shadows.
    The Skeoboard option gives the playground a fidget of reality, a base like you would have in a normal real boardgame. Look up the term 'skeomorphism', if you find the name a bit strange.
     
    Shadows : can be switched on or off. They are more pronounced from a closer viewpoint.
    If your system has little graphics power you might want to switch shadows off. They do give a clearer 3-dimensional impression though.
     
    RType Indicator : Each rotationtype (see Game Basics) is assigned a different color in a mixed-rotations puzzle. The indicator shows which color is which type. 
    In a 'uniform rotation' type puzzle the rotators are colored to suit the appearance of the puzzle. 
     
    Competition Mode needs to be switched on for competition play. It has a variety of consequences and will only be needed later, when the registered edition is released.
     
    And finally the Music Player : 
    The music delivered with the free edition is composed by Alan Spiljak and released for free on the free music archive. There is a rare clarity and peace in this music, which is why it was chosen for trinagon.
    Unfortunately Alan is not reachable to purchase a copy for the (paid) Base edition.
    Only three titles are shipped with the game, because of the size (half the download).

    Trinagon allows for different preferences of gameplay and handling.
     
    You may like to have faster or slower animations or even switch them off ?
    You prefer to have the playground fixed.
    You are a fast player and want to use the mouse for double and triple moves quickly.
     
    All these you can set in the 'Controls' menu  :
    • Animationspeed :
      Depending on your hardware the speed will vary. To learn the game it's often better to start slower. Then you will get a better grasp of the different rotationtypes.

    • Drag Distance for Moves :
      Drag moves are done by dragging left or right from a rotator. With a small distance setting more moves will happen within a shorter drag. Your input device and screen size will influence how the drag moves work for you. 

    • Board Drag Sensitivity :
      Here you can change the turning speed of the playground. The 3D puzzles can only be played when turning the puzzle in 3D for different views.
      Also very hardware dependent, and also a setting that everyone likes different. 

    • Local Axis Roll :
      There are two ways of turning the puzzle in space.
      The default rolls it always as if you'd swipe over the puzzle with your flat hand.
      The local axis roll will rotate the puzzle around its z-axis when swiping left-right and will roll it around your transverse axis when swiping up-down. Depending on your (mouse / finger) position above or below the center and also depending on the direction of the puzzles z-axis towards or away from you this behaviour will adapt.

    • Static Board : The 2D puzzle remains in place. A double tap / right click will still center it.

    • Double Click :
      Mouse only. with two mouse buttons the left can be the clockwise, and the right the counterclockwise rotation.
      For faster mouse gameplay switch this to 'Off'.

    • Double Tap Time :
      Faster gameplay with a touch device can be set here. Or you choose to use the drag moves.
      If you're used to touch playing you can achieve the same feel with the mouse, using these two settings.

    • Competition :
      The competition mode changes a few behaviours.
      You cannot take back moves, and moves that would be the reverse of the last also count as normal moves. Also shuffling is only allowed for randomized puzzles and if you shuffle the board actually resets to a specific shuffled position. This setting is left in the free version as well, purely for pratice purposes. It does help to become better at any game, when you cannot undo moves, just like it does in chess.

    • ad Double Tap & Time & Drag-Moves : 
      The double tap is quite the necessity for touchscreen-play. To make gameplay more fluent (for fast players) a tap on two different objects will register as single taps for the first and a first tap for the second.
      Still, to make 2 anticlockwise turns on a touchscreen you need 4 taps unless you use the drag moves, or the 'Shift - Tap' move.

      The Drag-Moves (see the Gameplay Tutorials & above) and the respective setting is the other option. It may take some getting used to, but it's worth the effort.
      When you advance in the game, speed will be less of an issue, and precision more important.
    These options will be used very differently from person to person. Find your best settings and enjoy the game !
     
     

    The gameplay 3D - controls have been designed carefully, to give you the possibility to change & tweak it to your preferences.
    It may therefore also need tweaking, but to tweak you have to understand it first :)

    3D board movement actions  :

    • "Roll - A - Ball" rotation of the board :
      - On the background, single finger drag  or left mouse drag.
      The drag direction will roll the board as though you would have a ball suspended in midair rolling with your drag-direction. This is position-independent ! i.e. the direction is important, not the location of the mouse/finger.
      This is the standard behaviour. 
    • "Line of sight" rotation of the board :
      The board changes orientation around an axis from you to the center. That is, it rolls sideways.
      - Mouse : Right mouse drag, around the center of the board.
      - Touch : 2-Finger touch, with fingers distanced. The finger that moves is dragging the board around the center !
      The distance that is needed to switch this movement on can be set in the 'Controls' menu : "2-Touch Switch Distance".

    • Zoom In / Out 
      - Mouse : Scroll wheel as usual in any app.
      - Touch : 2 finger pinch as usual. The distance between the 2 fingers has to be close enough. Also set this in "2-Touch Switch Distance".

    Double Tap On or Off  ? :

    Double Tap OFF :  When double tap / clicking is off (my personal preference) double or triple moves can be executed much more efficiently.

    • Mouse : For mouse gameplay you have the right mouse button as the most effective counterclockwise move.
      It happens immediately.
      Double tap on the left or right arrow, to take a move back, or go to move zero, will still work. 

    • Touch : Double tap is mimicked, by a "shift - tap" : touch anywhere on the background and tap a rotator once to execute a counter-clockwise move.

    Note that non gameplay double taps are still working ! 
    The board still resets to center when double tap on the background on touch devices. Also the arrow buttons in the side-menu are still retaining the double tap function, but the on-board buttons don't.

    Double Tap ON :  This makes moves a bit slower. You have to wait until a single tap cannot become a double tap anymore.
    If you wish to take your time playing, this may be your choice.

    When double tap is ON and you tap / click on two different rotators, the first will execute the move immediately, since it obviously must be a single tap.
    Similarly, once you double tapped on a rotator it won't wait - for a third tap - anymore, and execute the move.
    So, speedplay is still possible, except for consecutive clockwise moves.

    Choice no° 3 :  All the drag moves are timing-independent. They are always a good option, and very convienient to play with.

    Remark for Mixed Touch Devices : 
    Please note that touchscreen controls are only available on mobiles and tablets. 
    I.e. if you are playing on a notebook that uses the standalone install, the touchscreen options are not even part of the game.
    The touchscreen will mimic mouse behaviour on your system instead. If ever there is a demand for being able to change this yourself, please tell lumpazy to make this possible. 

    puzzlefilter

    Puzzle filtering :

    In the latest release of the Free Edition the Puzzle Filter has been taken out. There are 12 puzzles only (apart from all the tutorial puzzles).

    Since puzzles have no fixed sorting order (see Mathematics & difficulty rating) or can't even be clearly categorised, the tool that will help you find a puzzle that suits your interest is the 'Puzzle Filter'.

    • All Puzzles use triangles & rotators.
    • The triangles have colors, facemarkers and directions. (see Game Basics if you're not clear on this)
    • The rotators use a rotationtype. There can be more than one in a puzzle.
    • Both spots usually taken by a triangle or rotator can be left empty. These are called 'Holes'.

    Filtering options can be switched on or ignored / switched off. When you switch them on, (the background is green) the filter is applied. 

    Triangles in use are distinguished by  :

    • Number of different Colors
    • Faces
    • Directions

    Number of colors : I.e. 'How many colors are used in the puzzle ?'. There is an extra option of 'Holes', which means that there are empty spots in use.
    It may be noted that holes cannot have faces or directions, but can be moved around by everything else being actually moved. (Imagine 'holes' in semiconductors - hence the name).

    Faces : 
    The 'face' is the up / down side of each triangle. Without facemarkers they are indistinguishable. To distinguish between them, a colored circle (dot, smartie, ..) in the center if the triangle is added. Obviously the colors have to be different :).
    The filter options are All, Some, Any & None.

    • All' & 'None' are pretty self explanatory.
    • 'Some' means that simply not all triangles have facemarkers, but well, ... at least 'Some' do.. 
    • 'Any' stands for facemarkers being generally there, but it can be anythings between 1 and All. (logically speaking it's All or Some).

    Directions :  Exactly the same system as in 'Faces' above. 
    In the image, the filter is set to no faces & no directions.

    Rotations used in a puzzle are distinguished by :

    • Amount / Nr. of Rotationtypes goes from 1 to 3, or then 4 or more.
      I.e. How many different rotationtypes in a puzzle.

    • Include Rotationtype : marking a specific type, the filter will only show those puzzles where those rotations are used. If you allow for 'Holes', then there may be empty spots around which you have to solve the patterns.

    The 'Randomized' filter distinguishes between just that, and the opposite. Randomized puzzles have no ending pattern, so they need to be shuffled, and played back to the bstart-pattern. The Base and Free Edition Puzzles are all non-randomized. that is 'directional' puzzles.

    The other two filters just exclude / include puzzles you already may have solved or where you have saved your progress.

    The button for every puzzle contains a marker showing if the puzzle has a savegame idea and if it is alread solved ribbon

     

    Future filter suggestions are welcome. A future (planned) update shall also include sorting options ! The need for sorting will arise with more and more puzzles being created.

    There are now three tutorials.

    • How to Play - Tutorial :
      Basic gameplay. The first baby steps when you are new to trinagon.
      Now shown on the Octahedron, because all the new 3D options make most sense on a 3D Playground.
      It should be impossible to play the normal game without getting through this :)  but it's not going to be boring.

    • Spin Tutorial :
      6 easy to medium difficult puzzles, all along the same principles with only 6 triangles to better see what each rotationtype is doing.
      To get through some of the harder puzzles, it may help to go here and clear up some details.
      Finish / play at your leisure : You can just click through the puzzles to get to the rotation type you want to practice (i.e. open tutorial)

    • Two Spins Turorial :
      When mixing rotationtypes previously unforseen things start to happen. The shortcomings of one type can be remedied by another. 
      When playing a mixed puzzle it is quite helpful to have an idea how, or how not :).
      You may notice that there are two more than would be expected. The reason for this will be cleared up in the Dyad & Triad Tutorials, which are not yet published, but tyou can start figuring in this tutorial already.
      Also open.

    There used to be two tactics tutorials, which have been shuffled back into the normal puzzles.
    So if you find a text description with strange sayings in between, the puzzle was probably in one of those :

    • Novice Puzzle Tutorial  (Line Dance Puzzles) :
      Learn the principles of solving trinagon puzzles. 
      Namely queuing, what-if, and sorting triangles into the center.

      You're not shown what to do, but solving these puzzles will teach you !
      Do feel free to stop the tutorial in between. You can get back to it anytime.
      Solve them perfect and you know you really got it !


    • Initiates Puzzle Tutorial (Strictly Ballroom Puzzles) :
      Initiates already know their stuff. Now they wnat to know more.
      This one is about shifting triangles from 3 sides at the same time, i.e symmetry patterning, and breaking symmetries when needed too.
      If you solve these in the minimum amount of moves you are already a suberb player !

     The Puzzle editor :

    editor base

    The puzzle editor (included only in the pro edition) allows you to design any possible puzzle.
    To design the basic puzzle you 

    • choose / change the playground size (big or small)
    • choose to have only one rotation type or many,
      and assign the types to each in the latter case.
    • assign colors to the triangles (individually or all), the rotators, the direction and facemarkers, and also the borders.
    • & assign face and direction markers for all or each of the triangles, and change their orientation on the board.

    Then you can from there solve the puzzle yourself to its solved (end) position and thereby make the puzzle directional or you can leave it randomized.
    A few guidlines and remarks to help you with that :

    • The colors of the direction and facemarkers are valid for all triangles.
    • The face colors have to be different, otherwise they would not really distinguish the two faces.
    • The 'Direction only' marker gives you the option (which you may have just before thought about) to have both faces marked in the same color with the direction of the triangle being the important distingusihing feature.
      I.e. triangles with 'faces off' and 'directions on' will display that marker.
    • In a 'Uniform Rotations' puzzle all rotators are of the same type. Since this is clear in the puzzle the rotators are allowed to have different colors. You can mark them in any pattern you like. Maybe make the colors somehow relevant :).
      Choose the rotation type for the game by simple clicking on one of the numbered buttons around the board.
      • 1-6 are the rotations as you knwo them from playing. Number 7 is face conserving
      • Nr. 7 is conserving face i.e. what is up stays up, that is : random rotation 1,2 or 3.
      • Nr 8 flips the triangles always. I.e randomly chooses rotation 4,5, or 6.
      • Nr 9 randomly rotates from all possibilities.
      • There would also be 'forward', 'inward' and 'backwards' preserving as options, but they are not implemented (yet :) ).
        Use the random types only when applicable !! Puzzles could be created that rely on luck. Do not share those ! Your account may be suspended if you do.
      • As you click on the button, the 6 triangles on the upper left miniboard will show the associated rotation.
    • The 'Mixed Rotation' puzzles have clearly assigned colors for each rotation type. So every rotationtype can be distinguished as the puzzle is played !
      When in 'Mixed Rotations' mode every button has a different color.
    • To assign a color to a rotationtype, you choose the color first and then right click /double tap on the button of rotation-type. All rotators of that type will change color immediately.
    • the same process as assigning a color to a triangle or rotator can be used to leave an empty spot or deactivate a rotator. Simply choose the transparent (non-) color marked with an X in the color-choices.
      Then assign this to any triangle or rotator. it will still be visible in the editor as a transpparent triangle / ball, but in playmode it will be gone.
      The editor has a background because of this feature. Without it you would see the transparent triangles as grey.

    Remarks :

    • A directional puzzle has to be played to its end by yourself !
      This ensures that it is solvable and also helps as a guideline of difficulty. The number of moves to get there is saved.
      Usually it does take more moves to creat a puzzle than to solve it.
    • It is possible to save the puzzle and reopen it for changes until you decide to finalize it. 
      Finalizing the puzzle protects it from further changes.
    ® Trinagon © Lucas Pradlwarter. Austria. All Rights Reserved. Impressum 2019