was8bit 2021-09-21 04:52 (Edited)
How lucky do you feel?
Drop stacks of charms to create chains of 3 or more matching charms..
@ Level 8, your LUCKY STARS are wild, letting you snap up more chains and boost your score :) ... be sure to thank your lucky stars ;)
L/R/D moves stack
U rearranges stack
(A) button, Sets stack if stack is sitting on something... it then scores matches....
PAUSE starts a new game @ GAME OVER
Left to Right...
Level#, time remaining in round, Active charms, Score
Lower Left = Charm scoring value
Lower Right = Fill to double a charm's scoring value
... GOOD LUCK... its an easy game actually (knock on wood) ;)
was8bit 2021-09-21 05:05
It probably could have been made better, but it was a struggle to just get it to work correctly... i am happy i got it working :)
SP4CEBAR 2021-09-21 08:38
Interesting game, it's like a hybrid of Tetris and candycrush
was8bit 2021-09-21 10:54 (Edited)
Thanks :) ... but actually mine is a sloppy copy of a game on a handheld MyArcade by Dreamgear, with lots of games loaded in the player... the game that inspired mine is called Jewel Master... this particular game has a playing area of 6 wide by 12 high, auto falls, starts with 4 kinds of jewels, and each stack has 3 different jewels each time... and for me ends very quickly....
since I never get past its first level, I don't know what else it evolves into.... but you see how my game is abit easier, letting you take your time to place your pieces.... I had to add a timer to my game or else it would be too easy... :)
was8bit 2021-09-21 11:08 (Edited)
I am particularly proud of the wild stars on level 8 which can match up multiple charms at once... this code took the longest to figure out how to get it to work just right...
was8bit 2021-09-21 11:16 (Edited)
... programming notes:
you will notice that I do NOT use an array to store the game state.... I use BG as my game memory... I use BG 1 to store the charms, and I use BG 0 to store a marker on top of any charm that will be scoring... i then read each marker on BG 0 to add each score... I use CELL.C(X,Y) to read a spot on a BG ;)
I also lined up my charms so that the character # is also the PAL color #, except char 8 which I had to add code to switch its PAL to 0....
Timo 2021-09-21 20:07
Cool, Sega Columns ;)
was8bit 2021-09-22 05:13 (Edited)
Ah, a little research shows me that the Jewel Master game on Dreamgear is a copy of Sega Columns, which makes my game a copy of a copy ;)
... BUT, does Sega Columns have a wild gem that can match up with any other gem ;)
Mine does, and the same wild star that matches 2 hearts one direction can also match with 2 stars another direction ;) ... only on level 8 though....
If this game gets popular, my code is clean enough to take limited suggestions :)
was8bit 2021-09-22 05:34
So, i got to thinking about what i could do with the empty spaces...
was8bit 2021-09-22 05:40 (Edited)
So, the one i posted above plays the same, i was just showing my idea....
When each round starts, the sides will look like this, the left showing how much each charm is worth ...
On the right is bonus progress, so each scored charm would count as 1/3rd, so 3 hearts would advance your heart bonus by one...
So, once you get all heart bonuses full, you get more time, and hearts now score double... this doubled amount would show on the left... more time to score more points...
the same would apply for any charm.... so if you fill up your orange suns bonus, you get more time again added to the timer, and suns now also score double....
The bonus setup would reset for each new level...
..... how does this sound :)
was8bit 2021-09-23 05:31
I believe i worked out the bugs... :)
was8bit 2021-09-23 05:34
... also, i made it a tad harder... you cannot get a stack all the same anymore...
SP4CEBAR 2021-09-27 21:43 (Edited)
The gameplay is satisfying
was8bit 2021-09-28 00:59
Thanks very kindly for sharing the compliment :D
I got lucky with the gameplay, i am glad it plays well :)