My attempt at creating an Editor for making different types of Match 3 games. I will also be making Match 3 game engines. This will be developed in CF2.5 (Clickteam fusion 2.5).

Feb 6, 2019 – M3P Update

A video update on the editor, this shows some of the recent updates.
I discuss the new option of the Template Mode in this video. I’ll make two more soon explaining the New Level Mode and the Load Level Mode.

Please excuse my squeaky chair sounds in the background…LOL.


Feb 3, 2019 – M3P Update

Update:

I get close to finishing a section and then I get some good ideas for extra features, so I keep adding new features and it adds a ton more work, lol
It will all be worth it in the end.

Create New level Group:
Add new Worlds
Add new Levels 
Option to see a preview of last level created
Search function to ensure duplicate names are prevented for World and Level names

Load level Group:
Pick the world and the level to load by name or number
Edit the names of Worlds and Levels 
Preview of each level as user scrolls through World and Level choices
Search function to ensure duplicate names are prevented for World and Level names
Ability to save and load just to Stage 1 (board crea tion)
Ability to save and load to Stage 2 (placing objects)

Template Mode:
A new mode that allows user to build and save new board layouts for later use.

Stage 1 Group:
Added an option to edit template names
Added a search function to ensure duplicate names are prevented for template names

Completed the World Code saving function (this is what will be used to load levels into the game engines)

A few more backend updates and improvements on code

I just need to finish up the loading of objects when loading into Stage 2 and then I can make a video of the progress.

Next step after this is to start work on the first match 3 engine. I already have the game flow chart mostly complete (which I will show later).

Slowly but surely it’s coming together!

Cheers!


Jan 27, 2019 – M3P Update

Quick Update:
Spent most of the day working on this and got a lot done:)

Unfortunately, I haven’t had time yet to make a video of my progress, Soon though!

I will say though that the saving/loading aspect is pretty sweet, at least I think so ๐Ÿ˜‰


Jan 17, 2019 – M3P Update

Quick update:

I am still working away on this as time allows.

I am currently working on the saving/loading features of the editor (it’s fast๐Ÿ˜‰).

I will show more when I get some more free time


Dec 30, 2018 – M3P Update

The Conveyor Group, Creating Conveyor Belts


Dec 19, 2018 – M3P Update

Still plugging away at this, I haven’t shown anything for a while so I thought I’d show a quick teaser of the Conveyor Group.

Still working on this and it will have lots of features but you should get the general idea from the video.


Dec 2, 2018 – M3P Update

I am still working on this, just really slowly.

Progress Updates:

Now all groups follow the same logic when making changes to items using the following options:
The Top Menu is for making changes to all Choices on the board at once
The Sub Menu (Right click on a choice) is for only making changes to the currently selected choice
Individually Left/Right clicking on items to make various changes to only that item

GP Group: 
– Revamped almost all the events for this group and altered the Layout and Changed, replaced or removed buttons, etc. 
– Added a (Right Click) Sub Menu to Choices 
– Added a Lock GP feature – this allows user to lock GPs so that when changes are made those GPs won’t be effected, this comes in real handy!

– Finished SBI Group

-Added A second Tab System to the PowerUp Group

Manipulator group:
– Completed a 2 Tab system, this will provide 5 sub groups with 5 option in each giving a total of 25 different Manipulator items.
– Currently I have concept ideas for 12 Manipulator as following:
1. Rotators – A device that causes other objects that are positioned on top of it to rotate either in a clockwise, counter-clockwise or random (of the two) direction
2. Conveyors – A group of devices (conveyor belt) that moves other objects that are positioned on top of it in the same continuous direction as the conveyor, could be left, right, up or down.
3. Transporters – A device that moves other objects instantaneously from one place to another.
4. Relocators – A device (or set of devices) that physically moves other objects from one place to another random place on the board.
5. Warps – A set of two devices (a warp consist of two objects, an entrance and an exit) that move an object from one place to another place (from warp entrance to warp exit or vise-versa)
6. Morphers – A device that changes (transforms) an object from one object into another object.
7. Cloakers – A device that makes an object temporarily transparent and renders it unplayable 
8. Resizers – A device that can shrink or grow objects, if they shrink they become unplayable, if the grow they become to large and fall off the board while “pushing” surrounding objects off the board too.
9. Wrappers – A set of devices that is positioned along the edges of the game board that will wrap objects from one side to the other side of the board.
10. Swappers – A group of devices that swap objects between them, min of two in a group to a max of ?
11. Enhancers – A device that increases the points given to objects and/or increases the effectiveness of PowerUps.
12. Duplicators – A device that changes a group of objects into a duplicate of a particular Object

– I have completed the first item on this list – the Rotators. I am currently working on the second one – The Conveyors

I disable the Instruction Window in the editor for this video because I have changed so many things that I have to rewrite all the instructions!


Nov 14, 2018 – M3P Update

I have to changed the name “Movers Group” to “Manipulators Group” due to the items I will be adding to this Group of objects (Movers just doesn’t make sense anymore).

The new list for the Manipulators Group is as following:

Manipulators: A device (or set of devices) that can manipulate other objects positions, appearance or status.

1. Rotators – A device that causes other objects that are positioned on top of it to rotate either in a clockwise, counter-clockwise or random (of the two) direction

2. Conveyors – A group of devices (conveyor belt) that moves other objects that are positioned on top of it in the same continuous direction as the conveyor, could be left, right, up or down.

3. Transporters – A device that moves other objects instantaneously from one place to another.

4. Relocators – A device (or set of devices) that physically moves other objects from one place to another random place on the board.

5. Warps – A set of two devices (a warp consist of two objects, an entrance and an exit) that move an object from one place to another place (from warp entrance to warp exit or vise-versa)

6. Morphers – A device that changes (transforms) an object from one object into another object.

7. Cloakers – A device that makes an object temporarily transparent and renders it unplayable (thanks nivram for initiating this idea)

8. Resizers – A device that can shrink or grow objects, if they shrink they become unplayable, if the grow they become to large and fall off the board while “pushing” surrounding objects off the board too. (thanks Stephen for initiating this idea)

9. Wrappers – A set of devices that is positioned along the edges of the game board that will wrap objects from one side to the other side of the board.

10. Swappers – A group of devices that swap objects between them, min of two in a group to a max of ?

11. Enhancers – A device that increases the points given to objects and/or increases the effectiveness of PowerUps.

I may not use all of these but the plan right now is to implement all of them,

I’m still open to other ideas or suggestions.

Thanks,

Gerald


Nov 14, 2018 – M3P Update

I am working on the Movers Group and I am looking for any other suggestions people can think of to include.

Here’s an updated description of objects in the Movers Group: A device (or set of devices) that can effect or manipulate other objects positions or appearance.

These are the objects that I will be including into the Movers Group:

1. Rotators – A device that causes other objects that are positioned on top of it to rotate either in a clockwise, counter-clockwise or random (of the two) direction
2. Conveyors – A group of devices (conveyor belt) that moves other objects that are positioned on top of it in the same continuous direction as the conveyor, could be left, right, up or down.
3. Transporters – A device that moves other objects instantaneously from one place to another.
4. Relocators – A device (or set of devices) that physically moves other objects from one place to another.
5. Warps – A set of two devices (a warp consist of two objects, an entrance and an exit) that move an object from one place to another place (from warp entrance to warp exit or vise-versa)
6. Morphs – A device that changes (transforms) an object from one object into another object.
7. ???

I’m looking for any more ideas, got any?


Nov 12, 2018 – M3P Update

Still working away on this. 
Currently working on the last two Groups, Movers and EGI.
Everything is coming along nicely!

Haven’t had time to post a new video, hopefully by the weekend.


Nov 4, 2018 – M3P Update

Got a ton more work done on the Editor.

In my classic style of doing things I added a bunch more options to the work I already had done so I spent many hours adding them but it is well worth it.

I hope to post a good video of the progress later today!


Oct 28, 2018 – M3P Update

Lots of work done on the editor, but no videos to show yet.

– Added a second Tab system to Groups: EGP, Unders, Overs, Blockers, SBI and Movers
This will allow for a maximum of 1000 objects for each type, this is up from the 100 maximum that I did have.
This is a little overkill but the former 100 limit may be reached by some users so I added way more than enough.

– I found a work around to handle the limitation I had with detecting the Maximum Frame count of active objects. Now the user doesn’t have to do any extra work that I had mentioned before .
I spent most of my time on this specific issue trying to find the perfect solution but it was well worth it so there’s no extra setup stuff for the user

– Added a tenth GP option, most people will probably never use more than 6 or 7 but I always try to plan for the “what ifs”

– some other behind the screen stuff that wouldn’t interest anybody like: Cleaned up some code, graphical stuff, comments, etc


Oct 24, 2018 – M3P Update

Progress update:
– Finished Under Group
– Finished Over Group
– Finished EGP Group
– Finished PU Group


Oct 23, 2018 – M3P Update

Progress update:
– Finished Under & Over Groups
– Almost finished EGP & PU Groups
– Almost completed my flow charts for 3 engines
– I might rework the GP Group


Oct 14, 2018 – M3P Update

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)

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.


Oct 12, 2018 – M3P Update

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 again๐Ÿ˜‰

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 ๐Ÿ˜‰
I hope to post an update over the weekend.


Oct 7, 2018 – M3P Update

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 ๐Ÿ™‚ ) 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 ๐Ÿ™‚


Oct 4, 2018 – M3P Update

Made a few changes since last video, added the EGI tab to the Stage 2 menu and rearranged the GP choices and added an About box


Sept 30, 2018 – M3P Update

Made a few changes since last video, added the EGI tab to the Stage 2 menu and rearranged the GP choices and added an About box


Sept 30, 2018 – M3P Update

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. Manipulators
8. PU (Power-Ups)
9. EGI (Engine Game Items)

Following is a brief description of each that will be greatly expanded on at a latter 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. Manipulators
A device (or set of devices) that can manipulate other objects positions, appearance or status.
– Rotators
– Conveyors
– Transporters
– Warps

8. PowerUps
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.


Sept 21, 2018 – M3P Update

The idea behind this project is too make a generic editor for different types of Match 3 games. 
This editor is to be used to build the actual board level (game play area) and not for the design of the levels overall layout, as these can vary widely. This will be a big undertaking but I have great confidence that I can pull it off.

Although there are many differences between different Match 3 games, they are actually very similar when it comes to the gameplay area (the board) and therefore it is doable to pull this off. This will become more apparent as you see this project develop.

Along with the editor I will be making different Match 3 game engines that will of course work with the editor. All of the source files will be in .mfa format (Clickteam fusion 2.5) and will be made available to buy from the Clickstore once it is all stable and ready for release.

The plan is to start with 3 types of engines: swap, link and group. I may do more, we will see.

I will post updates here on this page as development progresses. I am always open to suggestions, ideas, etc and love to hear feedback.

Stay tuned๐Ÿ˜‰


Sept 17, 2018 – Made a quick video of the start of my project, Stage 1 of the Editor.

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