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Super 3match kit - with: AI, visual editor and modular gameplay editor

Discussion in 'Assets and Asset Store' started by LuxUnity, Aug 15, 2014.

  1. LuxUnity

    LuxUnity

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    As you can see the very, very last version of Super 3match kit have build in compatibility with the very, very last version of the menu kit.


    If you private message me your email, I'll send you it.


    It require last unity version:
    http://unity3d.com/unity/beta/4.6
    (So if you don't already use it, made a backup copy of your project and install the new unity in a different directory to safety sake).
     
  2. Shigidy

    Shigidy

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    Yes!!!! Sending private message. :)
     
  3. Shigidy

    Shigidy

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    Just got to play around with it some more and noticed the new bonuses which are very cool, but did notice that if the falling gems say get a 4 or a 5 in a row they don't get the bonus. Is there anyway to add that in?

    Also is there anyway there could be a way to have those bonuses at the bottom. Say you had three bonuses of each. And could be used at anytime? So you had the <---> bonus that took out all the horizontal gems in that row. And could use it at anytime. That way we could implement some kind of in-app purchase deal.
     
    Last edited: Nov 10, 2014
  4. LuxUnity

    LuxUnity

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    No, it is intentional.

    Bonus are created only from the main explosion and not from the secondary explosions.
    This because the bonus creation coordinates coincide with the coordinates of the gem moved by the player (or enemy) and that trigger the main explosion; in secondary explosions instead there is not a main gem and so there is no way to decide what of the 4 or more gems will become a bonus.

    And also in versus mode, if bonus are created with secondary explosion, the bonus will be available to the next move and so it will be the rival to benefit of it.

    To avoid these problems, bonus are created only as reward for a good intentional move and not by chance.

    For that you can use charge bonus instead of on board bonus.
     
    Last edited: Nov 10, 2014
  5. Shigidy

    Shigidy

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    Okay, is there anyway that it might be added in sometime in the future? I can already here the people playing it saying, "great game, but need bonuses when falling". I really hope you re-consider this. :(

    Is there any way that two bonuses could be combined and make something new?

    For example:
    upload_2014-11-10_13-26-53.png

    You see how + and <-> are beside each other. Could they be switched to make something even cooler?

    Finally, wondering about the three star system. Is there anyway we could have the star system on the board screen too. So you could see when you reached one star, two stars, and three stars. Like score system but could have stars on the score bar. Like 2,500 score one star, 5,000 score two stars and 10,000 three stars. Like just adding the stars on the score bar at the top or something.
     
  6. LuxUnity

    LuxUnity

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    I'll consider these ideas but don't wait for its in short time.
     
  7. LuxUnity

    LuxUnity

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    Super 3-Match Kit - 1.2 in upload
     
  8. toto2003

    toto2003

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    hello
    i just bought your asset, and so far it s exactly what i need, the only issue is i can t use the map that i create with the map editor , i follow the instruction but it throws me these error

    FormatException: Input string was not in the correct format
    System.Int16.Parse (System.String s) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Int16.cs:209)
    Board_C.Load_board () (at Assets/3match/script/Board_C.cs:566)
    Board_C.Awake () (at Assets/3match/script/Board_C.cs:384)

    i use unity 4.5

    if you could check these error , it would be appreciated otherwise i can t use your plug in.
    thanks
     
  9. LuxUnity

    LuxUnity

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    Could you pass me the txt file that you have make with the 3match editor?
     
  10. toto2003

    toto2003

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    nothing fancy just a 5 by 5

    5
    5
    -1,-99,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|-1,-99,0,0,0
    1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0
    1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0
    1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0
    -1,-99,0,0,0|1,10,0,0,0|1,10,0,0,0|1,10,0,0,0|-1,-99,0,0,0|
     
  11. toto2003

    toto2003

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    the power system , bonus types are implemented in the last version? i m not sure where to setup them in the inspector or in the editor i cant find it in the documentation.
    one request i would like to had is to setup a prefab, particles effect on the inspector when a bonus got trigger

    cheers
     
  12. LuxUnity

    LuxUnity

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    Ok thank you, I'll search where is the problem.

    You'll find it in the version 1.2
     
  13. LuxUnity

    LuxUnity

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    It is a problem of line ending in mono:

     
  14. toto2003

    toto2003

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    awesome, will check it, i notice it work fine on window, but the problem happen on my mac if that help.
    will you add the spawn prefab / particle effect on bonus from the inspector? that would be a great addition to your asset like in candy crush
     
  15. LuxUnity

    LuxUnity

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  16. toto2003

    toto2003

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    hello
    thanks for your quick reply, i have my map working super fine now, i notice in the version i have i dont have these rules, lose requirement, i d like to have limited moves as show on the upper pic. in the asset sore it says version 1.02 it is the latest version i have?

    cheers
     
  17. LuxUnity

    LuxUnity

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    The latest version is the 1.2 that now is in pending review on asset store, so you'll find the update, with that rules and even more, on asset store in few days.
     
    Last edited: Nov 30, 2014
  18. toto2003

    toto2003

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    Puzzle-Bobble.jpg cool looking forward the update, was wondering if u have a roadmap for this asset for the coming months.
    few idea just pop in my mind, like 2 player versus, star system, extra bonus with specific effect etc

    for the versus something like puzzle bubble, how hard that would be?
     
    Last edited: Dec 1, 2014
  19. LuxUnity

    LuxUnity

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    I don't have a roadmap but I plan to add more stuff. I prefer announce its when they are almost done.
    About star sistem, it is support through Mobile Menu kit 2.0


    About 2 human player actually I don't have make plans in that direction.
     
  20. toto2003

    toto2003

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    cool i didn t see you have another build in kit for that, will check this later , so i guess both asset are smooth connected using the new uGUI
     
  21. LuxUnity

    LuxUnity

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    Yes both asset have a new version that use the new gui:

    You can see when I upload they on asset store, now they must pass an human check by the asset store staff.
     
    Last edited: Dec 4, 2014
  22. LuxUnity

    LuxUnity

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    Super 3-Match Kit - 1.2 ready in asset store!
     
  23. toto2003

    toto2003

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    hello, i just get the latest version and it has lot of new features, that s awesome on top of the menu starter kit. but i just notice there a bug when i build for iOS the gem start to jitter and stop working , u can reproduce that just with the exemple scene, it happen on the ipad and iphone.
    i ll try on my android device if it happen also.hope you could fix this critical bug.

    cheers
     
  24. LuxUnity

    LuxUnity

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    It is no a bug, just a wrong variable value. Click on advanced > animations timing and set accuracy to 0.2.
     
  25. toto2003

    toto2003

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    oh it work!!! thanks , i really like this update , the options are awesome. i start to check the script on how to implement my particles on the destroy gems. if you have any hint i would really appreciate it, my scripting skill is limited . so far i can see on the tileC_script the method Destroy_gem_avatar() i believe it s where i should play my particle.
     
  26. LuxUnity

    LuxUnity

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    Yes, in Destroy_gem_avatar(), somewhere after "//explosion" it will a good place to add your code.

    Seeing that you like it, you could also consider to review the asset in asset store.
     
  27. toto2003

    toto2003

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    i let a review, and thanks for your support.
    i got a weird behavior, i try to add a public particleSystem object on the board_C so i can spawn few object but it did t show up in the inspector, any idea why? or should i create my own script and check on tile_C when the gem got destroy?
     
  28. LuxUnity

    LuxUnity

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    Thank you!
    board_C is a very complex script and so it use a custom editor to show only the controls when you need it. To see it the true appearance of board_C, open the editor folder and delete the script "match_controller". Now you can see everything in the board_C and so you will find also your public particleSystem. But most likely you prefer use the match_controller script to work with board_C (take again the script from your trash ad put it again in editor folder), so you have two solutions:
    - extend the match_controller in order to show your public particleSystem
    here some tutorial: http://unity3d.com/learn/tutorials/modules/intermediate/editor/building-custom-inspector
    - or, more simple, create a new script and add it to controller prefab (it will appear under the board_C)
     
    toto2003 likes this.
  29. toto2003

    toto2003

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    i went for the simple solution, creating a new script, so far it work fine the particle is trigger, but not at the right place. is there a simple way to trigger the particle exactly where the gem explode?
    i put this on the tile_C script,

    //explosion
    my_gem.transform.localScale = newVector3(1.3f,1.3f,1.3f);
    StartCoroutine(Destroy_animation());


    board.Play_sfx(board.explosion_sfx);

    myscript = board.GetComponent<extraScript>();

    myscript.myeffect1.transform.position = my_gem.transform.position;

    myscript.effectGo ();

    i got a feeling that i had to use an array but i have very limited scripting knowledge, and looking at the script i think i might just wait for the next update if you are planning to do something with particles :)
    anyway thanks a lot for your support.
     
  30. LuxUnity

    LuxUnity

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    Try:

    myscript.myeffect1.transform.position = new Vector3(_x,-_y,-1);
     
    Last edited: Dec 8, 2014
  31. toto2003

    toto2003

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    unfortunately didn't work either, i d like the trigger my explosion for each gem that got destroy, right now it keep on playing at the same position over and over, i think in the future would be great to have also the score display at the position of the explosion each time we succeed a move 3,4, or 5. similar to most of the match 3. :)
    but that just my 2 cents :)
     
  32. LuxUnity

    LuxUnity

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    I implement this right today.
     
  33. toto2003

    toto2003

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    you are my hero!!!
     
  34. LuxUnity

    LuxUnity

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    work in progress:

     
  35. toto2003

    toto2003

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    nice, i wish i could give you more for the awesome support, will you include the 3x3 , horizontal and vertical bonus particle? as it is it look so much better now!!!
     
  36. LuxUnity

    LuxUnity

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    Yes, I'm working on that too.
     
  37. LuxUnity

    LuxUnity

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    version 1.2.5 in upload with:
    - hint system
    - praise system
    - visual fx
    - frame decoration
    - chessboard decoration
    - show score
    - fix new line problem on mac
     
  38. toto2003

    toto2003

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    u rrrrock luxunity!
     
  39. TimeWalker

    TimeWalker

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    Hi, I'm quite interested in your asset.

    My only gripe is, I want it that you can still swap blocks while other blocks get removed and new blocks spawn. Something like how Bejeweled 3 has implemented by allowing to switch anytime regardless if something is happening or not. Would that be easy to implement in your kit (minimal programming required) or are there too many limitations making it impossible without writing from scratch?
     
  40. LuxUnity

    LuxUnity

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    Super 3match kit 1.2.5 ready in asset store

    Hi, unfortunately the code logic of this kit don't allow that: move, explosion and falling are rigorously separate in order to optimise board update and coordinate AI behavior.
     
  41. TimeWalker

    TimeWalker

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    Too bad. Thanks for the fast reply though!
     
  42. DFG

    DFG

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    Hi do you have a trial of this? Also do you have a 3 star system - for example - 100 points = 1 star, 200 points = 2 stars, 300 points = 3 stars.
     
  43. LuxUnity

    LuxUnity

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    There is a demo: DEMO 1.2.5

    Yes, using Mobile Menu kit 2.0
     
  44. toto2003

    toto2003

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    hi luxUnity
    i face an issue with the HP vs AI demo scene, i wanted to uncheck lost turn if bad move, it seem the AI freeze , i guess for that game mode it is not possible to do that, would it be eaysy to implement that?
     
  45. LuxUnity

    LuxUnity

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    Hi, thanks for your feedback, this is a bug. I'll fix it soon as I can.
     
  46. DFG

    DFG

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  47. DFG

    DFG

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    Hi Do you have a drop an item from the top game mechanic like candy crush you drop the cherries?
     
  48. LuxUnity

    LuxUnity

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    Not yet, but it is planned.
     
  49. LuxUnity

    LuxUnity

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    version 1.2.6.1 on asset store with bug fixes!
     
  50. LuxUnity

    LuxUnity

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    version 1.2.7 in upload (DEMO 1.2.7) with:
    - new bonus: heal
    - new bonus ruleset: inventory
    - new elements: token and junk
    - new win condition: take all tokens