How do I make a connecting match-3?

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Post » Mon Mar 28, 2016 3:51 pm

@alextro - Well, I'll try it later.
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Post » Sat May 07, 2016 2:50 pm

Sorry for the late reply, @alextro.

It seems that I wasn't know how to make the 'peg' detecting columns. My own workarounds only tearing down the filling. Well, I'm pretty new to this.

So, can you assist me with some little event snippets or something? :(
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Post » Mon May 09, 2016 7:29 am

Alright I'll work on the quest you ask for. Just wait till I finish it.
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Post » Mon May 09, 2016 11:58 am

:) Thanks, @alextro.
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Post » Tue May 10, 2016 7:55 am

Here the flexible version with less events, reducing complication: connect_match.capx
Last edited by alextro on Tue Apr 11, 2017 3:56 am, edited 1 time in total.
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Post » Tue May 10, 2016 3:07 pm

@alextro - Thank you! Looks better than the previous!
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Post » Tue May 10, 2016 9:49 pm

@alextro,

what happens if/when there is not more connections?
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Post » Wed May 11, 2016 12:30 am

Sorry to bother you again, @alextro.

But how can I implement special tiles? And like what @jogosgratispro told, how to detect when there's no possible connections?
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Post » Wed May 11, 2016 3:34 am

@jogosgratispro & @Tetriser
That would be another thing to implement since detecting possible match would be drain extra logic to build (my excuse).
Special tiles? I have no idea for now so I'll leave the code as it is.
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Post » Wed May 11, 2016 5:09 am

@alextro - Well, thanks again. If you have figured a solution, tell me anytime. :D
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