Here a match detection only system that could inspire you:
dropbox.com/scl/fi/6gqid9g6bqjp9i7t9xgen/find_detect_match_3b.capx
Compatibility reason I guess. Is there any specific mechanic you are after?
It easy to create a variable to put filled slot list.
A modified code: drive.google.com/file/d/1iFXIAyYDr7O8FYc_dLEGmrfXzWVXLUNE/view
Well you need to check back whether a move name no longer exist in moveslot then pick the move name and set 'used' to false.
Just add condition if NOT 'used'
Is it all about switching state? Use toogle boolean if so. If you prefer using number you can set variable to abs(var-1) or (var-1)%2. Or you can directly multiply an expression using boolean as 0 or 1.
Thanks. I limited the damping into 4 levels impact. Full column also possible but then it really looks like Puyo game.
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Added damping effect based landing impact. The effect stacking nicely but kinda broke matching system. The consecutive deform ordered one after another by utilizing 'For each' loop.
This is how I do a kind of typing game:
dropbox.com/scl/fi/0tysjlf5b94u42isb8hmd/typingGame.capx
The game engine I know directly incorporating AI is Buildbox.
Without any event that would be impossible. Anyway here chaining pin examples based on IID:
dropbox.com/scl/fi/e0fgk43vd22cd4s2fliuf/pin_to_pin_new.capx
dropbox.com/scl/fi/cqi3eikcq4s4f7qsbf6x1/snake_body_pin.capx
Using 'Pick all' wouldn't be necessary for this case:
If you need to summon family members all at once straightforward approach would be looping through ObjectType of that family.
Example: dropbox.com/scl/fi/07wqkp6cujsyz36nrudd2/summon_family_at-once.c3p
Are those local variables not set to static? That will likely makes it couldn't retain it's value and always reset every time condition met.
Continue to develop a drop puzzle game that almost abandoned. Foreshadow dummy (pieces preview) were added.