Thanks to both of you for the help. (And I forgot to thank Bartosh for helping me with a post a long while back so thanks again.)
Assuming that either of you guys come back. I had questions for you both:
R0J0hound: I understood your flood fill example up until action #5. I don't understand why the detector doesn't check other sprite separated by the gaps while having a pick all sprite action. Also didn't get how changing the size to 32x16 for horizontal and 16x32 for vertical makes a difference for an overlapping check when the sprite is 32x32.
Edit: Tried in CC. Unless I did something wrong it wont work. There is no system pick all objects so I tried substituting it with pick by comparison "animationframe" = #
Bartosh: If I understand your A* example correctly you use a 3d array to store multiple variables for objects in the same space am I correct? So going with the Puyo Puyo example, I am guessing that I would:
1) Check to see if a color block/blob is moving and if not, search for the array coordinates that correspond to the block's position. Maybe set some PV for the block to stores which array it is representing.
2) Set array (x,y,Z1) to represent the color of the block,
3) Run an array loop and check to see if the colors next to it match.
4) Set array (x,y,Z2) to represent a pseudo var "match"
And probably a lot of other things I can't think of right now.
I would say my biggest issue is figuring out how to match individual blocks, group them together without their values bleeding into other groups, and mark specific groups for destruction. The grouping is important because in most games like this, the score bonus is dependent on how many matches of a group of colors you get. So if I get groups of (6 red, 4 blue, 3 red) the score bonus would be something like (x6, x4, x3). -> calculate bonus then destroy each group.
Thanks again for the help and I think I'll take your advise and post in the C2 forums and transfer my issue back to CC from now on.