Match 3 Project (M3P) - Games and Editor

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  • So I started work on a generic match 3 level editor, now you may say how could I make a generic editor for such a wide range of games that fall under the genre "Match 3", well I'm not entirely sure that I can but you may be surprised how similar some of those games compare in relation to how they are designed.


    I have made 2 commercial games that fall under that genre and have 3 other game engines almost completed that also fit into that genre. I am confident that I can pull an editor off that will be universal for at least 3 types of "match 3" games and with a little tweeking I can make 2 other editors for other types.


    I have created 2 fully working editors for two different types of these games already and they different from each other in ways, but I know now that I could of made them the same (hey, it was awesome practice).


    So why am I telling you all this?, I'm glad you asked:)
    I want to know if there would be any interest if I were to release any of the game engines and editor as open source on the Click Store, would you buy it?


    I am not completly sold on this idea myself (Selling on Click Store), I mean I am going to do all of what I mentioned anyway, but how much detail and effort I put into it all (commented code, graphics, etc) will greatly change if I were to go ahead with selling any of it.


    Two other reasons I hesitate with selling or presenting this idea is:
    1. I don't rush doing anything, I make games, etc as a passion/hobby and I never make any real timeline for completion of my works. I don't do this as a living and I work alone so there is no pressure and I like it that way
    2. For the same reasons mentioned above, I wouldn't be able to dedicate much time to guiding/helping anyone understand everything in my work (that's what comments and organization is for, right?). However, I don't mind making videos for such things.


    More info on all the different types of "Match 3" games that I am considering and how everything will work together in a latter post, however, I am always open to suggestions, comments, etc.


    For now this is just an idea and would like to know your thoughts,


    Thanks.


    Here is a quick video (watch in 1080p HD) showing some of what I have done on the editor so far, not much yet. It should be pretty much self explanatory.
    The other editors I have made make use of extensions that are only available in the Developer version, so this one is a little more challenging as I am making it so that standard version will be able to open it.

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    Edited once, last by Simon (March 20, 2019 at 6:00 PM).

  • I am interested and would buy it.

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  • That's cool. :) That said, I won't be on facebook much, I am not a fan. Will you still post updates, etc. here on the forum?

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  • Last post from Facebook:

    The second part of the editor (Stage 2) will be to add all the items needed to fill the game board for the start of the level you will be building, game pieces, power-ups, blockers, etc.
    These items range widely and there are so many different items that one could add to the board to make some awesome game play challenges that finding the best way to include them all in the editor is in itself a challenge.
    I believe that I have found a good balance between them all, and although my naming skills may lack, I have broken all these items down into 9 categories and named them as following:

    1. GP (game Pieces)
    2. EGP (Extra Game Pieces)
    3. Unders
    4. Overs
    5. SBI (Stationary Board Items)
    6. Blockers
    7. Movers
    8. PUB (Power-Ups/Boosters)
    9. EGI (Engine Game Items)

    Following is a brief description of each that will be greatly expanded on at a later date. I mention a few examples for each item and because it is really depended on each game, the names used are just to generalize some ideas (for now).

    1. GP (game Pieces)
    These are the game play pieces, the main items that the user interacts with and manipulates around the board to complete each level.
    - Tiles
    - Blocks
    - Candies
    - Food
    - Etc, etc

    2. EGP (Extra Game Pieces)
    These are any item that can be manipulated around the board (either directly or indirectly) but are not included in the games matching system.
    - Special items you need to collect
    - Items that get in the way making it harder to complete a level
    -

    3. Unders
    These are items that lay under other items.
    - Items you need to collect
    - A special item that can change the color/type of another item
    - A special item the can change another item into a power-up
    -

    4. Overs
    These are items that lay on-top of other items.
    - Items you need to collect
    - A special item that can change the color/type of another item
    - A special item the can change another item into a power-up
    -

    5. SBI (Stationary Board Items)
    These are special items that are stationary on the board and cannot be moved in any way. They can effect the game play in a positive or negative manner.
    - Add other items to the board ( acts like a creator of other items)
    -

    6. Blockers
    These are items that block other items from moving any further on the board and usually cannot be moved (except by movers). They typically can be destroyed by making matches around/next to them or with power-ups.
    - Solid blockers
    - Solid colored blockers
    - Stacked items
    -

    7. Movers
    These are items that move other items around the board.
    - Rotators
    - Conveyors
    - Transporters
    - Warps
    -

    8. PUB (Power-Ups/Boosters)
    These are self explanatory, however, Items that add extra abilities for the player to win.
    - Row Destroyers
    - Column Destroyers
    - X Destroyers
    - Bombs
    - Same color(type) destroyer
    -

    9. EGI (Engine Game Items)
    These are items that are used by the game engine
    - To control how objects move, spawn,etc.
    - To set level objectives like moves, goals, etc.


    Made a quick video showing the part of stage 2 of the editor that I am working on now. This shows the GP part of the editor, almost finished.
    Later I'll make videos with voice explaining everything. but for now........

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  • Lots of work done today on the editor:


    - Created most of the interface objects for the EGP, Unders, Overs, SBI, Blockers and PUB Groups and coded the initial setup for all of them.


    - Created a Tabs system for all the groups mentioned above. This will be used to select up to 100 items for each (not that anyone would ever need that many choices, but hey, you never know ;) ) I always like to think ahead for possibilities/unknowns.


    - Some polish work and the completion of the GP Group


    Next step is to complete a few more interface objects and then code all the Group events for the EGP, Unders, Overs, SBI, Blockers and PUB Groups.


    Side note: The mfa file size has just passed a whopping 1mb :D


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  • I never planned on posting anymore about it here but I can :)

    I wish they still had Dev blogs on the forums, that would be good place to post updates, but I will post here and Facebook for now.


    Thank you very much. I really appreciate it. :)

    And hefty updates! Thank you for that too! I'll watch those videos now.

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  • Thanks Marv & Pixelated!

    I forgot to post the last Facebook post I did a couple days ago, so here it is and I'll make another shortly:

    Done some more work on the editor this week with what extra time I had but I changed it 3 times already!


    I have mostly been working on the Unders and Blockers Groups and each time I finished with the code for a group and tested everything myself it just didn't feel right, it didn't feel fluid or logical the way I had everything laid out, it just felt awkward! (I really am my own worst critic)


    Plus, there are so many variables that need to be taken into consideration because of how the editor can be used for many types of different Match Games, so I keep adding and/or changing various aspects that I forgot or found a better way.

    We'll I think I finally have settled on the best solution and will do it all over again ;D


    Also I have run into a specific limitation with MMF2 that I have run into with my past editors of this sort. I never really worried about it too much because my other editors were just for me and the work around was simple enough but this editor is obviously not.


    I won't explain it here but I think I have a pretty good work around for this situation too.


    Basically, who ever uses this editor will have an extra process to do in their initial setup of the editor when they personalize the editor for their own games. Nothing to drastic just an extra step.

    Ok, I'm done babbling for now ;)
    I hope to post an update over the weekend.


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  • Progress Update:


    GP Group.
    - Interface improvements
    - Added a GP Protect Mode.
    This makes sure the user will always have at least 3 protected GPs on each board created, without this the user may unwittingly make a level that can't be played properly at the beginning of a level
    for example: have too many board shuffles because there are not enough GPs on the board at level start.
    for example: improper placement of GPs at level start
    This mode doesn't force the user to protect GPs in a certain pattern but rather makes him/her more aware about which GPs they should protect depending on which Match Type game they are making a level for.
    This mode is forced the first time the user runs the editor for a new Match Type game, after that it can be turned off/on whenever working in the GP Group


    Blockers Group complete.
    Features:


    Remove all Blockers [Button]
    - Removes all Blockers placed on the board and restores the GP type that use to be there.


    Random health for all Blockers [Button]
    - This will change the health of any Blocker on the board to a random health between 1 and each Blockers Max Health


    Change all Blockers health [Numeric Spin]
    - This will change the health of all blockers on the board at the same time to match that of the Numeric Spin (up to each Blockers Max Health)
    - Tip: if you add new Blockers to the board when the Numeric Spin has Focus they will be placed down with the same health


    Activate Individual Health Mode [Check Box]
    - This will activate the health Mode that allows you to change the health of each Blocker on the board individually.
    - You can still use the Random health for all Blockers [Button] and the Change all Blockers health [Numeric Spin] while in this mode but everything else is disabled and you can't add any new Blockers or delete any from the board.
    - Uncheck this mode to enable everything when you are done.
    - Repeat Left click on a Blocker to increase its health
    - Repeat Right click on a Blocker to decrease its health


    Blocker Tabs
    - Click on these to see all the other Blocker choices
    - Each tab holds 10 choices.


    Blocker Choices (99 Max)
    - these are all the different choices you have for Blockers.
    - Left Click on a choice to activate it for use, then on the board:
    - Repeat Left click on a Unprotected GP to replace the GP with the selected Blocker choice.
    - Repeat Right click on an Blocker to remove it from the board and replace it with the GP that was there before.
    - Right Click on a choice to bring up a sub menu for more options.


    Blocker Choices Sub Menu:


    Remove Type [Button]
    - Click this to remove all Blockers from the board of the selected choice


    Fill with Type [Button]
    - Click this to fill the board with Blockers of the selected choice
    (replaces all the remaining Unprotected GPs on the board)

    Random Health [Button]
    - This will change the health of any Blocker that matches the selected choice on the board to a random health between 1 and each Blockers Max Health

    Health [Numeric Spin]
    - This will change the health of all blockers on the board that match the selected choice at the same time to match that of the Numeric Spin (up to each Blockers Max Health)


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    On a side note: In regards to that specific limitation with MMF2 that I have run into with my past editors of this sort.


    When changing the health of a Blocker the editor needs to know what the minimum and maximum health of each blocker choice is. The minimum health is easy because it will never be less than 1. The maximum health is a little harder to determine because the maximum health number is based on the Frame animations in each direction. This presents a problem because there is no way in MMF2 to retrieve the number of frame numbers in a direction, so I had to come up with a work around.


    I tried to make this as easy and straight forward to understand and implement for you as possible.
    In the Blocker_Choice Object we use all available 10 strings (A-J) to tell the editor what each Blockers Choice maximum health is in the following manner.
    In each String - The number in brackets represents the Blocker Choice number - you need to change the number next to each one of these to match the Blockers animation frames max number


    So for an example: If the number of frames in Direction 1 (01) in Animation Sequence Choices 1-10 (#12) of the Blocker equals 6 you would need to change the 2 numbers beside the numbers inside the first set of brackets to 06.


    Alterable String (A):MaxHealth_1to10" (01)06+(02)00+(03)00+(04)00+(05)00+(06)00+(07)00+(08)00+(09)00+(10)00


    Note: The editor uses a two digit system in the code and that is the reason for the 06 instead of just using the number 6, this is also the reason that the number of choices cannot exceed 99.

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