Yeah adding the inverted moving condition to the switching event was the first thing I tried when I saw it could be broken.
I never want to stop the person from flipping blocks. The basic run-down is they fill from the bottom, you need to keep them from leaving from the top. There will be a meter on the left for destroyed blocks when it's full you get to move on to the next level. Will add a combo meter as well, multiplies score and if you fill it you will get bonus points.
Took a little break to mess with the graphics, now I've been fiddling with the block destruction mechanic but my basic idea doesn't seem to work out. Tried to set it up to just kill off 2 that are matched horizontally (though in the end it will be 3 or more and both horizontal or vertical). Doesn't seem to want to compare blocks that are touching's animation frames, ends up just destroying all blocks.
.cap file PuzzleFudge-02.cap
Feeling like I'm running into more things I can't figure out now then things I can. But I guess that was the point of this exercise. I'm trying to go further than I need to for a platform project for the next indie game challenge with my room mate who is a very talented 3d artist.