I am developing a game like Bejeweled, but a bit more complex. Imagine there are 12 x 12 tiles with 8 different tiles. Whenever there are minimum 4 tiles (or more) align in a vertical or horizontal ...
So I'm making a falling-block puzzle game. It's not a Tetris clone, but the block clusters move in a similar fashion. I want to make it so that if you rotate against a wall, or against another ...
Logic that can traverse all possible layouts, but not checking every combination of identical pieces?
Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as ...
I've just been allowed an image...The image below from my game shows some darkened blocks, which have been recognised as being part of a "T" shape. As can be seen, the code has darkened the blocks ...
I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and ...
I'm making a game with elements of a match-3 puzzler (such as Columns, Bejeweled or Tetris Attack). I don't know where to begin creating an efficient algorithm for matching and clearing. My ...