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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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    Version 1.2.7 is ready in asset store!
     
  2. toto2003

    toto2003

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    Sep 22, 2010
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    hi luxunity,
    the inventory is really cool.
    i just find a bug, when u use the bomb bonus on a block it just freeze the game.

    here the log
    IndexOutOfRangeException: Array index is out of range.
    tile_C.Explosion () (at Assets/3match/script/tile_C.cs:1000)
    Board_C.Order_to_gems_to_explode () (at Assets/3match/script/Board_C.cs:4144)
    tile_C.Destroy_3x3 (Boolean start_explosion) (at Assets/3match/script/tile_C.cs:481)
    tile_C.Try_to_use_bonus_on_this_tile () (at Assets/3match/script/tile_C.cs:194)
    tile_C.OnMouseDown () (at Assets/3match/script/tile_C.cs:170)
    UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)

    maybe u could have a look into it?

    cheers
     
  3. LuxUnity

    LuxUnity

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    Thank you for your feedback!
    I'll solve this as soon as I can.
     
  4. LuxUnity

    LuxUnity

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    fix in upload
     
  5. LuxUnity

    LuxUnity

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    fix ready in asset store
     
  6. csayers

    csayers

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    I really like this.. nice work.
    is it possible to have the power-up pieces affect the entire width and or height of the board? like using the vertical bonus it stops at open areas, walls, the new tokens.. etc. I feel as if the expected behavior would be to continue up/down the column removing normal pieces, taking one "life" from the walls and leaving special pieces.

    i haven't checked the last version, but I think I remember the power-ups on the board being removed if the board gets shuffled. I may be wrong on that, but if that is the case it shouldn't be. again, good work. great time saver.
     
  7. LuxUnity

    LuxUnity

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    I'll consider how add these behavior.
     
    csayers likes this.
  8. jingles247

    jingles247

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    does this work with unity 5,ive only been using it a day and seem to have figured the basics out.it runs fine on desktop but when i send it to android i get the loading screen then it just goes blank and ends.Maybe im missing something obvious but i thought id check.I can also get your demo loading screen to work on android where you pick which version you want to try but once i select something it again just crashes.
     
  9. LuxUnity

    LuxUnity

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    Have you put all the scenes in build settings before compile?
     
  10. jingles247

    jingles247

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    i did when i ran your demos but when i created my own scene i only included that.What scenes do i need to include if i just want the scene i created to be used.
     
  11. LuxUnity

    LuxUnity

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    For your scene, only a scene with controller prefab in it and your stage.txt file put in controller > "stage file".
    The txt MUST be saved in Resources folder, as showed in the video tutorial:


    otherwise your mobile device can't find it.
     
  12. LuxUnity

    LuxUnity

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    Update in upload.
     
    csayers likes this.
  13. jingles247

    jingles247

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    i followed the tutorial exactly and saved the stage.txt to the corect folder but get the same result,only the loading screen starts then it goes blank.Im using a galaxy tab 2. I love this asset its a great time saver but this is confusing me now.Everything else seems really easy to follow.
     
  14. LuxUnity

    LuxUnity

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    Try this apk to see if is a problem of compatibility with your galaxy tab 2:
    https://dl.dropboxusercontent.com/u/55578273/Unity3d/test.apk
     
  15. jingles247

    jingles247

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    this is looking like a galaxy tab issue as it wont even install on a tab i get a parsing error but i have managed to install it on a different android phone .dont really know why because other projects have installed on it.Maybe its a driver issue or something,anyway thanks for your help.
     
  16. LuxUnity

    LuxUnity

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    Update ready in asset store.
     
  17. Alexey127

    Alexey127

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    Hello!
    How to add this bonuses to bonuses by explode ? ask.JPG
     
  18. LuxUnity

    LuxUnity

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    Actually these bonuses don't are supported in bonus by explode.
     
  19. LuxUnity

    LuxUnity

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    Version 1.3.2 with that in upload.
     
  20. LuxUnity

    LuxUnity

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    Version 1.3.2 ready in asset store
     
  21. LuxUnity

    LuxUnity

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    version 1.3.5 in upload with: new bonus trigger by free switch
     
  22. Sephir11

    Sephir11

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    Hi LuxUnity,

    I got a problem with the count of gems when I Choose 7 for the gems colors. In the game, the count for gem 5 and gem 6 doesn't increase.

    Where can it be fix?

    thank you
    Sephir11
     
  23. Sephir11

    Sephir11

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    Hi LuxUnity,

    I fixed the problem by changing in tile_C.cs at lines 1509 and 1587.

    "if (board.board_array_master[_x,_y,1] <= 4)" for "if (board.board_array_master[_x,_y,1] <= 6)".

    Will that cause a problem later on?

    Thank you
    Sephir11
     
  24. LuxUnity

    LuxUnity

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    Thank you to have found this bug!

    Exact correct line is:
    "if (board.board_array_master[_x,_y,1] < 9)".
     
  25. Sephir11

    Sephir11

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    9?
    Ok great!

    Thank you
     
  26. LuxUnity

    LuxUnity

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    < 9 not "<="
     
  27. Sephir11

    Sephir11

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    Ok, thank you LuxUnity!
     
  28. jingles247

    jingles247

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    hi ive added a small script to pivot in the controller so that i can move the frame around to where i want it on the screen but i was wondering is there a better way to do it .

    using UnityEngine;
    using System.Collections;

    public class frame_position : MonoBehaviour {
    Vector3 newPosition ;
    public float ypos;
    public float xpos;

    // Use this for initialization
    void Start () {

    newPosition = transform.position;
    newPosition.y = ypos;
    newPosition.x = xpos;
    transform.position = newPosition;
    }

    // Update is called once per frame
    void Update () {

    }
    }

    This works perfectly as far as i can tell except for the bonuses because the explosion are now in a slighlty wrong position depending on how far i adjust the pivot.How would i correct for this.Also if i want the frame to appear in the correct place i have to add this script to frame as well.
     
  29. LuxUnity

    LuxUnity

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    Move the camera instead. In the board controller there are already to move the camera.
     
  30. jingles247

    jingles247

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    i initally tried that but the camera always resets to a default position, however i added the above script to camera and this resolved the issue thnx.
     
  31. Cool_Flow

    Cool_Flow

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    Hey Lux, Just wanted to let you know that I'm most likely going to buy this. Looks great, but one question and I didn't see it in the last pages of posts. Is this going to be Unity 5 compatible? The only reason I ask is with Google Chrome making the unity webplayer obsolete in the near future, unity 5 has been working on a way around this issue.
     
  32. LuxUnity

    LuxUnity

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    Yes, it is Unity 5 compatible.
     
  33. Cool_Flow

    Cool_Flow

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    I started using your Asset, and I think it is amazing. Do you know of any in-depth tutorials on how to use your Match3 kit? I haven't been able to find anything to help me understand what everything does in the controller. There are so many pieces to this kit (which is a good thing) but not knowing how to tweak it to the way I need is a lot to take in. :)

    Your quick video tutorials are good for basics, but nothing to in-depth.
     
  34. LuxUnity

    LuxUnity

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    Actually there are no more tutorials, but you can open the demo scenes and see the controller settings to see how the different kinds of gameplays are archived.
     
  35. hollywoodcolor

    hollywoodcolor

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    Awesome Asset, I was able to figure out how to access everything so far, except the proper way to pause and unpause the players control of the board. I'm looking to do a Gem of War style combat, So I want to cast spells like remove all blue tiles from a popup menu. I hope this makes sense.
     
  36. LuxUnity

    LuxUnity

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    Thank you!

    You can :
    1- set board_C.player_can_move = false when you open the menu,
    2- use a for loop to find the first gem with the color that you want in board_array_master[x,y,color];
    3- call the Destroy_all_gems_with_color() in the correspondent tile using tiles_array[x,y] to target it
    (by now Destroy_all_gems_with_color() is private, so you must set is as public void in order to call it from your menu script).
     
  37. hollywoodcolor

    hollywoodcolor

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    I don't understanding the flow of data.
    I made the Destroy_all_gems_with_color() public.
    Where do I set up the loop?
    I get: NullReferenceException: Object reference not set to an instance of an object
    when I called:
    public void destroyA_Color(){
    myTile.Destroy_all_gems_with_this_color();
    }

    I started my script:
    public class myMenuScript : MonoBehaviour {
    public Board_C board;
    tile_C myTile;
     
  38. LuxUnity

    LuxUnity

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    In your script:

    public void Destroy_this_color(int color)
    {
    for (int y = 0; y < board._Y_tiles; y++)
    {
    for (int x = 0; x < board._X_tiles; X++)
    }
    If (board.board_array_master[x,y,1] = color)
    {
    myTile = board.tile_array[x,y].GetComponent<tile_C>();
    myTile.Destroy_all_gems_with_this_color();
    Break;
    }
    }
     
  39. hollywoodcolor

    hollywoodcolor

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    Thank you for the quick response I fix the syntax errors and got it to compile but I get the error:
    IndexOutOfRangeException: Array index is out of range.
    tile_C.Reset_charge_fill () (at Assets/3match/script/tile_C.cs:285)
    tile_C.Destroy_all_gems_with_this_color () (at Assets/3match/script/tile_C.cs:1069)

    I don't know if I rewrote the function incorrectly

    the code I'm using is:
    public void Destroy_this_color(int color)
    {
    for (int y = 0; y < board._Y_tiles; y++)
    {
    for (int x = 0; x < board._X_tiles; x++)
    {

    if (board.board_array_master[x,y,1] ==color)
    {

    myTile = board.tiles_array[x,y].GetComponent<tile_C>();
    myTile.Destroy_all_gems_with_this_color();
    break;
    }
    }
    }
    }
     
  40. hollywoodcolor

    hollywoodcolor

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    I got it to work
    I need to comment out :
    board.gui_bonus_ico_array[board.slot_bonus_ico_selected].GetComponent<bonus_button>().Reset_fill();

    in: void Reset_charge_fill()
     
  41. LuxUnity

    LuxUnity

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    Yes, it is needed for charge bonus, but given that you use your new menu to call bonuses, you don't need it.
     
  42. hollywoodcolor

    hollywoodcolor

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    This Code Works but only destroys the top row. I made Destroy_horizontal() public
    How do I get it to so that I can choose the row I want to destroy?

    public void DestroyA_Row()
    {
    for (int y = 0; y < board._Y_tiles; y++)
    {
    for (int x = 0; x < board._X_tiles; x++)
    {



    myTile = board.tiles_array[x,y].GetComponent<tile_C>();
    myTile.Destroy_horizontal(true);
    break;

    }
    }
    }
     
  43. LuxUnity

    LuxUnity

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    If you want to choose the row, you don't need "for (int y = 0; y < board._Y_tiles; y++)"
    just put the row number that you want target here:
    myTile = board.tiles_array[x,y].GetComponent<tile_C>();
     
  44. hollywoodcolor

    hollywoodcolor

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    I feel like I never ask the questions correctly. How do I get the row number that the player clicked on?
     
  45. LuxUnity

    LuxUnity

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    To trigger a bonus over a gem clicked by the player you must just select the bonus before the click.
    like:
    board.bonus_select = Board_C.bonus.destroy_vertical;
     
  46. hollywoodcolor

    hollywoodcolor

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    Thank you so much that is the line of code I was looking for.
     
  47. hollywoodcolor

    hollywoodcolor

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    I have a new question.
    I have a extra move happening on a match 4 or 5 on the first move.
    I would like to get an extra move if 4 or more gems match as result of a match 3,
    like the example below
    questionExtraMove.jpg
     
  48. LuxUnity

    LuxUnity

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    This is not supported, but you can archive something similar in this way:

    Go in Board_C and find public void Order_to_gems_to_explode()
    go down until "else //this is a seconday explosion"
    and add into that else:

    if (number_of_element_to_damage > 3)
    {
    turn_gained = true;
    Update_left_moves_text();
    }
     
  49. hollywoodcolor

    hollywoodcolor

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    Thank you again it works great!!!
    is there an easy way to have it gain a turn only on a match 3 or above not just amount of tiles?
    Example if a bonus like (destroy horizontal row) doesn't produce a match 4 or above it will still produce an extra turn.
     
  50. LuxUnity

    LuxUnity

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    Try to change if (number_of_element_to_damage > 3) into:

    "if (number_of_element_to_damage > 3 && n_combo > 0 && bonus_select == none)"

    Not for match 4 only but close enough. It will exclude bonus explosion, but will be trigger also if instead of a match 4 will be 2 or more match 3 contemporary.
    (Also you could consider to review this asset on asset store if you like ^_^)