SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: Matty on September 08, 2020, 09:38:20 PM

Title: Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 08, 2020, 09:38:20 PM
Good Morning peoples.

Here is the current game I am working on for the competition.

I'm using graphics obtained many years ago from a variety of sources, but they seem to work quite well.

This is after 1.5 days work (yesterday and this morning).

Image:
(https://www.mattiesgames.com/match3/media/title.jpg)

Link:

https://www.mattiesgames.com/games.php?r=0001&game=match3 (https://www.mattiesgames.com/games.php?r=0001&game=match3)

Very early stages...
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: blinkok on September 08, 2020, 11:33:35 PM
That is looking very nice. The coloured tiles and characters really pop in front of the monochrome bg.
I don't think the vector font style matches though. Maybe something like this? (https://fontstruct.com/fontstructions/show/640368/medieval_pixel)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 08, 2020, 11:57:02 PM
I assume the colours of the matched 3 (or more) define what unit is moved and attacking?
So later on - like with the sword, have a spellbook (in blue), a demonish potion (yellow) etc.

but ... this might already look too "different" amongst the tiles, so give them some more abstract looks so they can look a bit more "similar" -- many many many ...many years ago I started "knights n blocks".

(https://imgur.com/S14U36L.png) (flames animated)

(https://imgur.com/YQ2wsG6.png)

(https://imgur.com/hrjL95S.png)

As you see, I simply used "shields" there ... your shields could have the symbol of the attack type (a black sword, a book , ...) but with the shields defining the "outer".

As your units are "pixel style" I would try to do the same with the match 3 blocks ... you might even "draw" them first. But later on your computer you need to do the pixel art (layer on top).



Nonetheless: assets can later be modified, get it working first - so people could check out the game play and give hints where it "lacks". This then defines what you actually need - and how things could be joined and glued together.

bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 12:06:42 AM
Kind of Derron.

Lightning adds bonus damage which is stored under the heroes for use when an attack is made.
Cross heals the heroes.
Dagger attacks one monster.
Green bolts attack all monsters.
Scary face attacks monsters and gives bonus damage.

The actual hero who attacks is kind of irrelevant....

The tiles don't move exactly like match 3 games - you can slide them around as well as swap them.

The tiles fall from the top whenever the top row is clear.

The level is complete when all the monsters are eliminated.

Game over, which is rare, occurs if all the heroes die.

Monsters spawn whenever a new row appears.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 09, 2020, 06:02:50 AM
really REALLY slllloooooooowwwwwww on safari :(
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 06:15:02 AM
Optimisation comes later....once gameplay sorted.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 09, 2020, 07:44:35 AM
when i say slow - I mean slow as in sllllloooooooooowwwwwwwwww. it virtually doesn't do ANYTHING, respond, draw. etc
Seems to be about 1 fps!

there is no user interaction, ones you 'touch to start' you can't do anything else....
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 10:23:44 AM
Not sure what that could be.

I've tested on:
Pc with chrome, pc from 2013.
S4 galaxy phone from 2014.
Samsung Tablet from 2018....

And it runs better than that on all of them.

Don't have safari so can't see why that browser slows diwn and I doubt your pc is slow.

I know it is not optimised but even on my slowest device a phone from 2014 it does better than that.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: blinkok on September 09, 2020, 10:32:42 AM
Works fine for me
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 09, 2020, 10:37:34 AM
Quote
when i say slow - I mean slow as in sllllloooooooooowwwwwwwwww. it virtually doesn't do ANYTHING, respond, draw. etc

Yes on PC and Chrome something is seriously wrong, hardly any response from the program.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 10:42:28 AM
Perhaps Ctrl-F5 to refresh the cache? An old script might be cached causing the program to be wrong.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 09, 2020, 10:47:20 AM
No, that didn't fix it.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: GfK on September 09, 2020, 11:12:40 AM
Hard to say how fast it's running, since the controls seem very vague and unresponsive.  Tried in Chrome, IE and Edge - all the same.

Also, I got thousands of points, a 10-second long cascade and a 6-combo just by clicking start - I didn't actually make any moves.  So I'd make sure the grid isn't populated with matches at the start

I also don't like how the falling tiles lurch from one square to the next one below.  If a tile is falling through, say, 4 empty spaces then it shouldn't slow down and stop in each one, before continuing to fall.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 09, 2020, 11:21:10 AM
- block field "jitters" (randomly moves by a pixel or 2 to the right/left and then back)
- controls only work "randomly" - so I hit an element and then click on the next, nothing happens, trying "swipe" (mousedown + movement) but also no reaction, trying both again - and it works
- when it works, animation is smooth

Maybe "for now" add a highlight to the active game block - so people know when they are "moving" it (and you see if controls are borked)


bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: blinkok on September 09, 2020, 11:41:19 AM
Quote
I also don't like how the falling tiles lurch from one square to the next one below
I think that's because they move one square, check for combinations and then move on
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 09, 2020, 12:18:34 PM
@Matty my thoughts on this are:
1. completely dump the entire code you have - there is something not right and you will do your head in trying to work it out.
2. start with just the rectangles - NO bitmaps nothing else
3. draw the board and check the mouse position with a different color for the rect as you move over them

This will tell you if the base ui is operational. Next would be to work out what is the best way to switch a rect with another rect.

THIS IS A MUST
DUMP all the code you have - especially any framework code you 'know' works. there should be no loading screen no graphics nothing. You are testing if the code works - nothing else :)

Before moving on to ANYTHING else - check back with us to see if that is working :) <- it might even be whatever dev system you are using.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 05:18:01 PM
Ahh Derron, sorry my mistake I didn't tell you, you don't click the tiles to select them you simply click the line between them, the join between tiles in my mind would be the least clicks and in my mind seemed intuitive if you wanted to swap those tiles.

Also - GfK and Derron - I've changed the sliding mechanic for the tiles - they now slide without lurching....I deliberately had a acceleration factor in the sliding earlier which I thought looked nice but upon changing it to a fast constant velocity it looks nicer.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 06:16:33 PM
Video of working game:

Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 09, 2020, 06:48:01 PM
Quote
Ahh Derron, sorry my mistake I didn't tell you, you don't click the tiles to select them you simply click the line between them, the join between tiles in my mind would be the least clicks and in my mind seemed intuitive.

Well that's nonsense, nobody would realise that unless you told them, and it's not intuitive.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 09, 2020, 06:50:57 PM
It is not ... intuitive ... as swapping stuff always is a physical process involving "movement".

Also it is much more common for this kind of games.


Yet I understand what you planned. Remember what IWasAdam once wrote? Do not just code for YOURSELF - code for the OTHERS. So try to understand how other games work, benefit from their experience in GUI, controls ... and yes, this often means to "copy" stuff from others. You cannot go 100% opposite. Take the players with you by "copying" (and improving!) 80% and mix in 20% "new stuff" (to stand out).


Edit: is your video recording leading to the frame drops?

bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 08:27:41 PM
I could change it to tap a block, then tap another but to me it seems so natural to swap by touching the edge between two blocks.

Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 09, 2020, 08:32:02 PM
Quote
I could change it to tap a block, then tap another but to me it seems so natural to swap by touching the edge between two blocks.

That's why nobody buys your games!  Wake up Matty, others here give you advice and you constantly and arrogantly ignore it!...If you're writing a game for yourself then do what you want, but if you want others to also like your games then you really need to wake up and take the advice you are given.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 09, 2020, 08:39:08 PM
That's ok.  I'll just accept the bad reviews/performance in the comp and enjoy the game myself. 
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 09, 2020, 08:47:19 PM
Then you are beyond help.  Adam and Derron really put a lot of effort into helping you improve your games, but you are stubbornly arrogant in not wanting to change your games in even the smallest of ways - and then whine about no sales!  It's your own fault, and I sense Adam has lost all patience with you.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 09, 2020, 08:48:20 PM
> I could change it to tap a block, then tap another but to me it seems so natural to swap by touching the edge between two blocks.

Swipe!
mouse down and "movement direction" when mouse up.

This works on touchscreens the same as with the mouse.


so:
- on mouse down you store start position
- DURING mouse movement you can "indicate" the movement of the block (start movement animation - but do not complete it, just progress as far as you moved with the mouse/finger), already show if something is not possible ("jittering block" or so)
- on mouse up you can finish the movement - or abort, if there was too less movement - this needs fine grained values as people might want to play "fast" which means they only do short travel distances but still "Long enough" to not be counted as "does not want to move, abort"


bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Xerra on September 09, 2020, 09:03:45 PM
Also on Safari.

As soon as I click to start a load of combos kick off and squares start dropping really slowly. Once it finishes (10 secs or so) then you can't do anything. Clicking alt squares, or dragging. Nothing at all. Can't be a cache problem for all of us.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 10, 2020, 05:32:26 AM
Quote
Well that's nonsense, nobody would realise that unless you told them, and it's not intuitive.
oh Matty FFS!!!!!!!

My new theory (and not the one about dinosaurs being much MUCH bigger in the middle), is that all this is deliberate! What you are actually wanting is people to engage with you - in whatever way. Which is a bit sad as with a bit of effort into making stuff that actually worked you would A. have positive engagement and B. feel much better in yourself.

I wish you well :)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 10, 2020, 08:27:54 AM
ok. I sort of 'get' the concept. it's terrible but i can sort of get it...
thoughts:
All you projects have some form of sound that NEVER worked on safari and some other browsers - therefore you probably have something wrong with the framework/dev system - whatever you are using DUMP IT and get something that actually works. Otherwise what's the point?

ok. the fire at the bottom adds nothing apart from being a distraction - get rid

There is no connection with the 'tiles' and the figures (which i'm assuming there is). There is a spark of a really good concept here:
1. dungeon.
2. go into room
3. meet enemies
4. a board is drawn with tiles
repeat
 5. you move a tile
 6. enemy does the same or drops a tile or whatever - it must be simple a clear
until you or enemy wins
7. pick a new room until you meet the dragon

Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 10, 2020, 08:52:11 AM
You could even have smaller blocks ... and there you have different backgrounds ... indicating if a block slot/cell was cleared at least once.

Now you could use your "pixel outline skills" to have a door "frame" or a "chest frame", a "skull" ... and in some levels your mission is to clear this figurine (so clear a cell at least once for each of the "marked outline") to be able to finish the level (to open a magic crate, unlock a magically sealed door...).
Or maybe mix it - clear the marked fields to be able to "attack" (before the enemy is invulnerable).


I assume there is a lot of potential in this kind of game ... almost intruigued to do this on my own :)
Yet I bet we wont be the first doing it.


PS: As Adam wrote: create a new kind of framework (you might still copy some basic functions). Create a test which does interaction/controls, plays sound, does deferred loading (avoid a loading bar - if you could do loading while showing your "company" logo/intro ... or load more stuff when on the title screen). Means: disable "new game" (or similar) until the required assets are loaded. That way the "game" starts earlier and less waiting time is needed (loading + intro + .... )

Then let people test it so we see if sound works, older browsers work ... etc.


Edit: I assume this "match3" (or similar game) + "automatic gameplay" was often used in "castle defenses" or such stuff ... but might even work for detective stories etc ... so you have your game and eg on the "right" you see a detective moving along in a room and finding proofs ...  or an action thing with cops pursuing criminals ...
hey you could even have a "racing" game going on ... or a golf course (the less matches you need for a level, the more "birdey" it becomes).

Yet I think it might be better if the right side also requires your "interaction" ... eg your match3s could create "power" which you could manually set free by one of your characters ... so it does not automatically do everything (maybe optionally if you are just trying to play match3). This will add a bit of "strategy" (which character to choose in which situation).
Else you will end up with a game only occupying 2/3 of the screen (or even less) and the rest being filled with some kind of "movie".



PS: I just had a kind of "congenial" theme ... and do not want to let it leave my memories without writing them down: PIRATES!
Having match 3 with sea items ... anchors, swords, skulls, gold coins, ... rum bottles. And on the right you have to seize ships, kidnap governor-daughters for some ransom ... etc.
Hey you could even have sword fights... like in Monkey Island

bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 10, 2020, 09:02:17 AM
taking the core gameplay and reimagining it could give you something like this:
(https://vjointeractive.files.wordpress.com/2020/09/matty.png?w=512)

lots of scope for your art :)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 10, 2020, 10:16:00 AM
Just looked for a pirate match 3 game ... and found Ron Gilbert's Scurvy Scallywags:
https://grumpygamer.com/scurvy_almost_here


And it looks like a similar idea ... match 3 + rpg. Here you move your units right on the game field ... maybe this is also an idea for you?

bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 10, 2020, 11:21:51 AM
lol @ Scurvy Scallywags  ;D
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 10, 2020, 05:41:23 PM
@Adam - the only reason audio fails on your device has nothing to do with my code, and more to do with my choice of audio file attached:

And the flame animation ought to show its not running at 1fps.

And input - you were simply touching the wrong place.

My local safari users have no problems.

Re loading bar - some portals demand it.

Framework stays- it works a treat.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 10, 2020, 06:29:23 PM
Think I am done here for now.


bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 10, 2020, 07:26:34 PM
Matty, the language you're using should by definition run on Windows, MacOS and Linux, it doesn't (properly)...Even if that is an over simplication, you have once again shown no interest in producing a work around for anyone that wants to run your software.  It works ok for me, so tough!

If you only want to run your games on your own computer then that's fine.  But you also want to sell and enter game competitions too, and that kind of arrogance/laziness is not ok, it just won't cut the mustard.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: GfK on September 10, 2020, 08:32:10 PM
Re loading bar - some portals demand it.

Framework stays- it works a treat.

If you're seriously considering approaching portals with this, then forget innovation - their customers expect a genre of game to function in a pretty specific way.  And this does not function like any tile matching game I've ever seen.

Just from the feedback here, tech issues aside, pretty much nobody could work out how to play it.  I know it's way off a finished game but if you don't get the mechanic right, then I guarantee this will crash and burn.  Potential customers will utterly slay you.

A wise man once said, "don't be wrong for the sake of being different".
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Qube on September 10, 2020, 11:27:41 PM
I didn’t mind the clicking between the two tiles once I figured out that that was how it works. If you want to stick with that system then the player is really going to need visual aids / feedback like highlighting the line and showing which two tiles will swap.

As others have said, this method is not the norm and the click > great in swiping swipe in a direction is pretty much universal and expected.

( not sure what I was writing with "great in swiping" ) :))
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: MikeHart on September 11, 2020, 07:17:55 AM
As someone who has worked with a portal before i can tell you that they have very specific rules on how a game has to be coded and what technology it has to use. From sound formats over what system of font display, quality of assets, game sizes, localization, game play etc etc. For an eyample my game was rejected because they required thw usage of webfonts instead of bitmap fonts.
You have to develop for their needs, not for yourself.
But the HTML5 market dried off anyway. So i see no point in following it for the few bucks you can make from a non exclusive license.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 11, 2020, 08:32:24 AM
ok. I'm not going to comment on what you said - I think you know what I (and many others) think there.

But here are some things to think hard about:
1. windows/macos and linux are the primary desktop markets and the primary platforms tackled here.
2. getting a desktop app to work across these platforms consistently is not a simple task, but can be done especially when you start using things like agk, godot, etc as they take care of all the nasties for you.

3. web apps/games are much more difficult to get working on different browsers. and that is before factoring in different os. so you task here is far greater and has a far greater risk of failure.
4. web games are pretty much DOA. The only thing you are getting here is data metrics. And unfortunately 'Garbage in, Garbage out' also factors here...

5. android and ios and to some extent steam all need very specific coding to work, and market

Now I am not saying I am a good programmer, or my advice is good or correct advice. But I do have certain skills that people come to me for (i don't tout for business). And I have a constant feed of people downloading my software, commenting, use groups, etc:
|f I am contacted by even one user with an issue. I will check that issue out, seek other information, be courteous and respond. I have halted dev on project to track an issue, rewound code, and dumped and rewritten code if it needs it. Sometimes bugs, etc can either be lived with or can be pushed into later releases. But I take on board everything that is said. even if I feel it is wrong - it is an indication that I am wrong!

I'm going to recommend a book for you to get:
User Interface Design for Programmers - Joel Spolsky. he's an amazing guid on how to write and not write good software, game, anything...
In the book you find the following:
Quote
A User interface is well designed when the program behaves exactly how the user thought it would

So clicking on a red button in a top corner would generally close a window/app - if it did something else (even if deliberately programmed that way) the end user would think something was wrong with the program.

So if it has an icon (lets say one for sound) and clicking it did nothing. the user thinks there is something wrong.
If everything you use uses tough and drag to do something and it doesn't do that (for whatever reason). then the user thinks there is a bug, etc

It is NOT the users fault when they cant use your program. it IS YOUR fault for not following standards / accepted behaviour. That is regardless of how many times you have 'do it this way cause I like it'. IT IS WRONG and it's YOUR FAULT!

The key thing here is to observe, listen and learn.

If one person points something out - check it and see if they are right. it might be something that has slipped through or an indication that much more testing/dev needs to be done.

If more than one person points something out (even if other are not having the issue). Then there IS a problem somewhere that needs investigating - you might need to buy more equipment to be able to properly test things.

Whatever the issue, If something is unusable for any reason, you should address it!


Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: GfK on September 11, 2020, 09:30:27 AM
Quote
So if it has an icon (lets say one for sound) and clicking it did nothing. the user thinks there is something wrong.
Which is precisely why we still use a floppy disk "save" icon in the 21st century - because that's what people are familiar with, even though a growing number of people don't even know what a floppy disk is.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 11, 2020, 09:46:59 AM
Reminds me of the oddness I feel when I see "cloud + arrow down/up". It always cries "download to cloud" (eg into your google storage) ... I accept hard drives and floppy discs as "download" icon :D


bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 11, 2020, 10:31:11 AM
I couldn't resist this one with all the talk about floppy icons:
(https://vjointeractive.files.wordpress.com/2020/09/screenshot-2020-09-11-at-10.27.03.png?w=172)

I'm replicating a UI from 1986(ish) which had a button bar (before this sort of thing existed). Above are two versions of the button which went to the file/directory page.
No 3 is the original with DIR
No 2 is my new version. Which won't annoy old users and make new users feel more at home. I could have used a folder - but the floppy disk just looked much better and more in keeping :)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 12, 2020, 09:50:58 AM
Good Day folks.

I decided to learn a new programming language (C#) and started doing so yesterday about 3pm..

I have put together 'Dragons Cavern Puzzle Quest' into C# language (utilising SDL2) (written 2,600 lines of code since 3pm yesterday).

You can download a zip file from here and try it on your PC (extract and run the executable fantasymatch.exe - it is the same as the web version).

I have implemented some of the alterations suggested by people including rewriting the code entirely (of course - since it's a Desktop Application in a completely different language not a Web Browser page)

Adam - the sound should work on your PC now, and I'd say the little icon does what it says....

Anyway - don't be too harsh - your previous comments were all based on a program that had at that stage had only 2 days work on it.

https://www.mattiesgames.com/match3/fantasymatch_pc.zip (https://www.mattiesgames.com/match3/fantasymatch_pc.zip)



Thanks.

from Matt
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 12, 2020, 12:00:29 PM
I'll download and let you now - lol

OK. First I must say that you have taken a bold and brave step moving from web to desktop. You have a load of skills that seem to be serving you well with C# considering you've only had a few days with it - kudos to you  ;)

Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Steve Elliott on September 12, 2020, 12:38:16 PM
Quote
OK. First I must say that you have taken a bold and brave step moving from web to desktop.

Cool, to be honest I hate web based games, they don't offer a proper immersive experience, the experience is always awkward and technical issues arise.   8)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 12, 2020, 12:40:03 PM
Seems you use net core 2+ (hostfxr.dll required) ... hmm mhmm

If you enjoy writing "C#" ... you might consider diving into "Godot". A lot of tutorials and stuff - and as it uses "runtimes" you can export to a lot of platforms. Also I am sure that the "visual programming style" (setting up like "objects" consisting of sprites, particles, ... eg a "flame torch") is something you could enjoy. You can do "normal coding" but certain stuff is set up visually - "wysiwyg".

Writing everything "from ground of" might look satisfying - but be honest: sooner or later you will experience issues. You then have to fight the issues (most of the time basic stuff like reading file formats, stuttering audio ... odd crashes...) instead of developing the game.
And as you now already started to dive into something new -- why not at the same time try to use one of the "todays" approaches to game dev (godot, unity, ue)


Tutorial about match3 (one of the possible approaches of course) in godot:

and a suiting source code: https://github.com/blikoor/godot-match-3

bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Xerra on September 12, 2020, 01:30:23 PM
I think this is a great approach, Matty. I'm no fan of web based games either. Too many web browsers and I just don't enjoy playing games that way. I think this is definitely the way forward for you and I'm betting you won't look back. Also, as Ron says, using a background framework to do the grunt work for you, may also save you even more time. Although, judging by the fact you've written that much code in one day, I'd say you could probably knock out the bible in a week if you were asked to write it  ;D
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 12, 2020, 05:27:29 PM
Thanks folks....

this is the version that should run without you needing to install .NET

https://www.mattiesgames.com/match3/fantasymatch_pc2.zip (https://www.mattiesgames.com/match3/fantasymatch_pc2.zip)

It is double the size of the original due to the .dlls that are included - haven't learned enough yet to know how to reduce this however...but I will eventually.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Derron on September 12, 2020, 08:35:02 PM
your second version runs fine with wine/linux (except it uses some kind of "window + fullscreen" (so goes beyond the task bar). Not a biggy.

- switching of blocks is till "touch/hit between blocks" - as you cannot click while stuff "collapses" this is not a time saver
- refill of blocks stops as long as one of the blocks is "too tall". this leads to the desire to collapse these "tall columns" (as the refill leads to more collapses, combos ... etc)

Nice job for 2 days of coding.


bye
Ron
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 12, 2020, 09:19:27 PM
Thanks Derron.  I'm pleased with what I've learned in a few days.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: iWasAdam on September 13, 2020, 05:07:42 AM
Matty have you thought about Godot - which would take care of all the nasty stuff for you and allow you to just to program with lots of scope to grow :)
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 13, 2020, 06:11:22 AM
Eventually I will try either Godot or Unity however for the moment I'm happy to learn the language itself.

Also....I enjoy tinkering with languages.

Also I do it for a hobby so I'm simply enjoying learning what I'm doing now.
Title: Re: [Competition Entry] Match3 Game - Dragon's Cavern Puzzle Quest
Post by: Matty on September 14, 2020, 03:42:55 AM
My Competition Entry Has Ended.....however....we have a new game to show....
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