How do I make a connecting match-3?

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Post » Tue Jun 30, 2015 11:47 pm

Sure I am glad if I can provide a solution.
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Post » Wed Jul 01, 2015 3:23 pm

alextro wrote:There were a chance in previous version that after user connecting blocks then make tapping fast repeatedly, the blocks won't fall. Now it fixed


Are you sure that the problem fixed? Because:
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Post » Thu Jul 02, 2015 4:58 am

Due to inaccurate picking condition in previous version, the required state was not trigger properly.

Fixed the problem even it runs at solid 60 fps at slowest machine (my netbook).

@Tetriser
Report again if you still found a bug
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Post » Thu Jul 02, 2015 9:53 pm

@alextro - I'm using the latest version of your capx (I've downloaded it after you tell the bug), from the link you gave.
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Post » Sat Mar 26, 2016 7:50 pm

alextro wrote:The wait is over. As promised here the source for line matching:

swap_line.capx

Working perfect with canceling route feature & scoring system. All under 50 events!


Hey Alextro, I want to add more rows, however, when I copy and paste and then run it, the re-fill doesn't work. What do I have to update in the event sheet in order to work with additional rows?
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Post » Sun Mar 27, 2016 5:28 am

@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
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Post » Sun Mar 27, 2016 12:58 pm

alextro wrote:@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


Okay. What I've done is simply added 5 more blocks below the 25 already displayed. That gives me 30 total. I've modified your capx a little and I just followed the above steps, however, the blocks are still not respawning correctly and breaks the fill.
Last edited by redrocket on Sun Mar 27, 2016 3:30 pm, edited 1 time in total.
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Post » Sun Mar 27, 2016 3:21 pm

Never mind. I found the error. It was at event 28. I didn't increment the row.check to reflect the additional row. It's working now.
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Post » Sun Mar 27, 2016 4:16 pm

@alextro - Do you have a solution for the block gravity system to handle irregular layouts?

Code: Select all
  o o o o 
o o o o o o
o o o o o o
o o o o o o
  o o o o 

o = block
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Post » Mon Mar 28, 2016 7:21 am

@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: viewtopic.php?t=90043

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.
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