alextro's Forum Posts

  • Seems useful, Glad to know this utility exist.

  • imothep85

    Ah yes that caused by random candies at start of level. I made the system better, user can pre-laid candies as they wish. You can partially put candies and the empty places will be taken by random candies. Full or not is up to user how they arrange those candies.

  • Red is easy to look

    Green is more strobing

    Blue feels more safe

    Orange gives more energy

    Brown is warm color

    Black is just good to go

    Combine colors to get certain effect. Opposite colors give contrast & separation, Analogous colors are easy to match. Playing with saturation make the shading deeper.

  • imothep85 Thank you for your offer. I'll just use my assets for this template apparently. They are all made in vector in term of process.

  • Thanks Check again the demo that come with new looks.

    demo update : replacing dummy graphic with decent one

    Separate boards ? No problem special candy can reach them.

  • Very motivated words !

    imothep85

    It's been very long development started as a someone request. I thought it will be not this long but I ended messed up with the code.

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  • Breaking some plates can be fun too.

  • Update demo: Candy_can_combo

    • introducing special pieces result from horizontal/vertical match 4, cross match, any match 5
    • showing clue after more than 2s not touching any piece

    Everything seem fine at this stage, might release this puzzle template soon this November.

  • Please check my example that showing how touch speed affect object movement:

  • Ah I see. Little bit hard for mouse to swipe out. Maybe add some trails following the triangle as it moves.

  • Is this somekind of pathfinding demo? Not sure if there is an instruction to play it. Maybe some items on screen, wall, power up.

  • Hi YoHoho thanks for your interest to this thread

    Yes I have been doing some observation to many puzzle games especially match-3. Each match-3 games share common things, yet they have different feel when you play them.

    For example Candy Crush need the player to swipe over 2 pieces meanwhile Farm Heroes has more flexible control, swipe or tap both are working. Combo/special piece also has different rule. Some games will transform a piece into special one and some other will just add extra attribute into a back plate.

    So I pick some features from one and some elements from other and make it my own. The core system alone is complex, changing main rule would be broken some mechanics.

    What can be customize are layout design (play-shape arena), score goal, item goal. change graphics (obviously). I would like to add level editor but it is more important to ensure stability.

    Next update: combo pieces for extra crush!

  • Doing some graphical things & continue perfecting the gameplay.

  • I have looked at the capx and it is hard dealing with familiy when you are using DragDrop behaviour too.

    So we need extra condition dealing with this behaviour to make your code works with some modification.

    For some reason family instance variable doesn't work like I expected. But I manage to work around the code:

    snapping_back

    Deck snapping is working now. Hope it helps.

  • Demo update: fix diagonal movement >> updated link is always in first post or click here

    Took me quite extra time to solve diagonal movement to get correct. The trouble comes when it come to picking which block need to slide down and fill the empty pad or which direction a block need to slide to. By utilizing negative value (-1) this problem is handle elegantly that acts as a switch & chooser

    So by applied this method gives us more dynamic slide movement since there is a cance to pick left side or right side.

    This one I called a candy machine