iwontnamemyself's Forum Posts

  • R0J0hound - How would I accomplish your pick in all directions example for an entire row or column? The game I'm working on allows the user to shift a whole row or column at a time and the sprites wrap at the edges of the board, sort of like a 2D rubix cube. I haven't been able to figure out the matching system for it yet though and your pick in all directions example has given me the most guidance of anything I've found thus far, but I haven't been able to figure out how to get it to do exactly what I need it to.

    I'm pretty sure what I need it to do is start checking the first sprite in the row/column that has been moved, check for matches, then move on to the next sprite in the row/column. If the sprite has already been visited, skip it and move on to the next. Do you have any idea how I would go about doing that cuz I've been hacking at it for days now and haven't gotten anywhere.

  • shirogr - I'm also working on a match-3 game right now. I've actually chosen to make 2 versions to work on simultaneously; 1 with an array and 1 without an array. Each time I get stuck, I hop over to the other one and catch it up to where I was in the other one and then work on advancing with that one until I get stuck again. It's helped me get unstuck in multiple situations and has really helped me understand how things work in C2 and its idiosyncrasies.

    With that said, as far as I know, you can't "merge" arrays indices. Visually, you'll be able to, but not logically within the array.

    You may need to try something on the lines of - Once a match is detected, visually merge the cells together to create the new sprite, then delete the old values from the array and insert the new "merged" sprite value, as well as the new falling sprite values in the appropriate array indices.

    [edit] My brain starting hurting when I was attempting to make my match 3 with an array, so I downloaded the Board plugin from rexrainbow and it made things a whole lot easier. There's a small learning curve for his plugins, but the time spent learning them is far less than the time you spend being stuck. [/edit]

  • BinaryPanda - How do you resolve this?

  • Thank you rexrainbow

  • R0J0hound - Omg, that's amazing!!!! It works perfectly and it cut out 8 events. Thank you so much!!!

  • R0J0hound - It's actually a masking system. I didn't like how the sprites couldn't be in 2 opposing sides of the grid at the same time. This way it looks like the sprite is in 2 places at once.

    I've tried including an offset, like you suggested, but it still shows uneven gaps between the spawned sprites. I thought it had something to do with the amount of time it takes for the function to end and the pin action to trigger, but even when I tried putting a pin action in this function and it still did the same thing.

    Is there any way to set the max speed of a Touch gesture? Maybe to allow a swipe to move the sprites up to a certain speed, but if there's a swipe that's faster, it still only moves the sprites at the speed defined?

    I tried using lerp and, which slows it down, but if you giggle the swipe back and forth fast, it screws the entire selection up.

  • rexrainbow - good call! thank you

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  • rexrainbow - I looked into slgMovementa little bit and it definitely looks like I could use it. Is there a way to get the match to ignore the sprites on the other side of the board though? I don't want the match itself to be wrapped.

  • I have an 8x8 grid full of sprites. When the user swipes the screen, the sprites in the row or column the user swiped get pinned to a clear sprite that uses drag drop. As this sprite is moved on the appropriate axis, the sprites below move with it. Once one of the pinned sprites reaches the edge of the board, it is unpinned and wraps to the other side and is re-pinned to the clear sprite and begins moving with the rest of them again.

    The problem is, when the swipe is somewhat fast, the sprites get pinned further down on the clear sprite, so there are random sized spaces between the sprites and sometimes they overlap each other.

    Does anyone know how to fix this?

  • rexrainbow - I think there might have been a miscommunication somewhere. I already have the wrap create. It works with touch and gridmove. The image I posted is of a row in motion. When the touch event ends the squares will snap to the closest tile, so if the row was moved just a little further to the right, when released it would snap to the overlapped tile. The LX sets to the new locations. My question is, will matcher detect the red and blue matches during the same iteration, so I could invoke a combo score, or will matcher register them at separate times, making it impossible for a 2 color combo match?

  • rexrainbow - That would be extremely helpful, thank you!

  • rexrainbow - I'm looking to make the chess appear as if they are falling when filling in the empties on the board. (ie... when the board is initially filled and after a match is made) I've been looking at your bejeweled capx to modify your "fall" system, but it only works after a match and not when the board is being created. Do you know of a way to setup the board and have it appear is if the chess all falling into their respective positions?

  • rexrainbow - In my game, the minimum match size is going to be 4. In this image, the logical row 2 is being shifted to the right. If the squares were to be dropped in the next square, so that blue has 4 vertical matches and red has 7 clumped together. This would invoke a combo score.

    As you can see, there really isn't a target chess to focus the matcher on, so I'm not sure how to get this to work. I would love to use it though cuz I've been racking by brain to try and come up with a matching algorithm.

  • rexrainbow - Of course I need your help once again! lol I've taken some interest in this plugin, but before I delve any deeper into it I would like to know about it.

    1. What is the max amount of symbols a match can have? After reading through this board, I noticed 1 post said 5, but I don't recall it saying that what the max.

    2. Is there a way to detect if 2 different symbol sets have a match from the same swap? As you many already know from our discussions about your board plugins, I am making a game that allows an entire row to be moved and I need to be able to detect if multiple matches were made from the same "move".

    3. Will the new wrap feature of your board plugin have any affect on a match that's at the edge of the Board if there is another chess at the opposing edge that possesses the same symbol?

  • rexrainbow - I think I've got the basics of gridmove finally and how to use it along with Touch. lol I didn't realize you had to use gridmove move to left/right/up/down. I was trying to use gridmove move to x,y when the touch end event occurrs, which is obviously wrong and has caused me to have a major headache the last 2 days. lol

    I've got the blocks to wrap finally though, but they vary in distance from each other when they are repined to one another after the wrap. I have to assume I have the pin action in the wrong spot though, so hopefully that's an easy fix. lol

    Thank you so much for all your help!!! I feel like I put you through the ringer.