alextro's Recent Forum Activity

  • There is a lot of mechanics involved to create match-3 game, not the simplest game to make in general. First you might to figure out how to make a piece moves in certain direction. Next you are likely facing to dealing with overlapping detection that might not up to what you expect. Then you need to take flood-fill into account to make the matching system works, etc.

    But don't let my story scare you, It just processes that encourage myself to solve the puzzle-making things. I remember when I wanted to create simple puzzle game like Collapse puzzle. Lot of things to considered to make a simple gameplay works, but I managed to build the logic and share it to the forum:

    Most of prototype puzzle I made was built from standard event system that is not relying on specific behavior or plugin. Big big advantage if you understand how expression works that give more control for every aspect in your game.

    There is plugin made by rexrainbow to get you started make match-3 game and it is free:

  • This is what you mean correct?

    bump-stop.capx

  • I like how brush/line treated just like vector object. Almost gave up on my first try to pick a color but it's there. Other tools & facilities seems so advanced, still very straightforward to create animation right away.

  • Such as this?

  • Not C2 I think, but here's an HTML 5 ACtion-RPG

    http://www.cross-code.com/en/play

    Yes CrossCode definetly good one rpg being develop by indie developer.

  • Q3D as a plugin (not free) to integrate 3D in your game.

  • aaronreed

    I am happy if my effort can make a use for your puzzle game development.

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  • Tetriser

    Well it's kinda implemented in my "Candy Can Combo" template. But the logic is simple. You might still remember previous example from my collapse puzzle:

    It use 'peg' to determine rows. So in your case you just need to adapt it to determine columns. Record how many piece for each column at the start of layout. By your example, first peg record value of 3 pieces, second peg record value of 5 pieces and so on.

  • Lordshiva1948

    Nice word from you Sir, I feel honored.

  • redrocket

    For example you want to make the grid 6x6 that equal to 36 piece, you need to make change to some values in event sheet. The example has 5x5 grid that makes 25 in total. Change everything in event with value of 5 with 6 and value of 25 with 36. Another thing to consider is spawning point. Previously the spawning point was 256 for it's Y position, so we need to put it 'higher' with lower value for example 100. Change everything with value of 256 with 100.

    To sum it up, modify the values at event 27, 28, 29, 31, & 32

  • fisholith

    Great references you got there. Interactive demo from Pathfinding.js sure teach a lot with various algorithms.

    And cool video demonstrates alternative method to achieve it.

    I am about to implement the case for existing flood-fill range demo: https://dl.orangedox.com/UkkZMMQmTfgSKdbeYx

    Actually that would be first part of tutorial (perhaps in future).

  • After searching for simplest algorithm to perform pathfinding over tiles, came the solution: flood-find_path.capx

    Note that the logic was build from scratch not using existing pathfinding behavior.

    An article which gave me the concept: http://www.gamasutra.com/blogs/AdamSalt ... rtists.php

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alextro

Member since 22 Feb, 2012

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