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Thunderpunch Studios

Member Since 25 Feb 2009
Offline Last Active Jan 20 2015 08:37 AM

#5190278 Match-3 Program Question

Posted by on 30 October 2014 - 08:46 PM

Unrelated, but... Silhouettes, man. Every icon being a circle with a detailed inner shape is hard to read. Use distinct shapes as a first delimiter, then color as the secondary delimiter, and fine detail for fluff.

Oh, absolutely. Those are jus quick filler icons for mock-up purposes. We'll be redoing most of the UI for the actual game. Thanks for the feedback!

#5190252 Match-3 Program Question

Posted by on 30 October 2014 - 05:06 PM

Hey guys, I really appreciate you taking the time to talk to me about this. Those answers make a lot of sense, and I really do tend to agree with you. I know it's a pain talking to a go-between (especially one as technologically ignorant as myself). These were my feelings about it, but since he's the tech guy I just assumed he knew something I didn't. Thanks for clearing that up.



#5190203 Match-3 Program Question

Posted by on 30 October 2014 - 02:16 PM

I'm currently working with a programming friend on a match-3 rpg (Puzzle Hunters). We've made some solid progress and even have a demo running, but were hoping we could get some info about the best way to check for matches in such a game. Any advice would be appreciated, and I'd be happy to provide additional information.


The only big rule that separates our game from most other puzzle games is the inclusion of "Structure Tiles", which are basically tiles that represent terrain, walls, etc. They can't be moved directly by the player, but can be moved indirectly (by matching tiles under them, causing them to fall). They can also form matches with Ranged Tiles, Melee Tiles, or other Structure Tiles (so they act as semi-wild cards, since they won't match with Strength, Skill, Tech, or Power tiles).






-Brian Woody, Thunderpunch Studios

Attached Thumbnails

  • Battle Screen Setup 3rd Draft.jpg