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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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SongkranW

Help! Need solution for no more move problem in line drawing match-3 game.

5 posts in this topic

Hi I'm the creater of the Running From The Dead a buggy match-3 zombie survival rpg game on iOS.

The game is play like DungeonRaid.

What should I do when there come a situation where thereis no three match available on screen?

Currently I have a trouble detecting when this is happen.

Any suggestion on detecting the event or any ways to prevent it.

Thank.

 

 

Game ScreenShot 

http://i.imgur.com/ToYF4D9.jpg

 

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I am also part way through developing a match 3 game on iOS but, I have done it in such a way that it scans ahead and generates new blocks so that there is almost never a situation where there is no matches left.  In the very rare case where it does happen then I'm just presenting a game over but, I'm not sure what you are asking as I have never played DungeonRaid.  Are you asking what should happen to your little guy at the top?

By the way your game looks good.  Much better than my current programmer art :S

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Since you have to have 2 adjacent pieces to create a 3-group, do a search of your entire grid for pairs. If there are no pairs, you can't make a match. If there are pairs, do a search to see if you can make 3 based on them. You will also have to find pieces that have a different piece in between them to handle cases where you switch the middle.

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Since you have to have 2 adjacent pieces to create a 3-group, do a search of your entire grid for pairs. If there are no pairs, you can't make a match. If there are pairs, do a search to see if you can make 3 based on them. You will also have to find pieces that have a different piece in between them to handle cases where you switch the middle.

Thank you Dragonsoulj your way seem to look good. I'm now trying to code this to test.

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You don't need two adjacent pieces to make a 3 group though.  You could have piece|gap|piece and still be able to make a three group.

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You don't need two adjacent pieces to make a 3 group though. You could have piece|gap|piece and still be able to make a three group.

 

You will also have to find pieces that have a different piece in between them to handle cases where you switch the middle.

 

Uh...yeah, got that.

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