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Jewel Swipe Framework ( JSF )

Discussion in 'Assets and Asset Store' started by kurayami88, Oct 17, 2014.

  1. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
    Posts:
    493
    Hi,

    This thread is for the JSF engine. Please post / ask anything related to it tq :)

    =================================================================

    Known Bugs :-

    Compile error in GameManager.cs when using Visual Studio.
    IENumerator cannot process "return true;" in Visual Studio...

    Fix ->
    change "return true;" into "yield break;"

    will update the bug fix upon next release

    ------------------------


    Developed on Unity 4.6.1 f1
    Assets Used :-
    LeenTween ( provided )
    2D Toolkit - optional

    Current Version : JSF v1.1.1
    NOTICE :-

    due to asset store regulations, JSF is using Unity2D by default.
    If you wish for the 2D Toolkit version, please contact me via this forum or
    kurastudios@gmail.com
    Thanks~​

    WebPlayer Demo :
    http://goo.gl/dbym94
    *Don't forget to run browser as administrator (if needed)

    Facebook :
    http://goo.gl/DfwAAq
    Asset Store link :
    http://u3d.as/9KV
    ScreenCast:
    - introductory video
    - customisation help video


    JSF code references
    http://goo.gl/TtoDyu





    Road Map :-

    Might consider making a simple RPG add-on toolkit to JSF


    =========

    KIV >>>>
    None atm

    IMPORTANT :
    It is best to keep your own changelog; and when updating Jewel Swipe Framework, ensure you replace everything (especially the scripts) or delete and import jewel swipe framework fresh again. Only then apply back your own customizations on top of the new update.
    There are cases whereby users are experiencing old bugs in the new version which may already been resolved; this is because you did not update properly.

    Release Notes / Changelog :-
    -------------------------------


    v1.1.1
    -------------------------

    * Added eventDelegates to JSFRelay.cs as a default
    > Required to support future JXF Add-ons


    v1.1.0
    -------------------------

    * Improved the JSFWinningCondition.cs script to behave more like commercial games:-
    > Retain dynamic mode selector (can mix-and-match modes!)
    > Added Win/Lose criteria selector on top of the dynamic mode
    > Supplementary built-in 3 star system based on score required
    > Added the manual-start boolean for this script to control...
    > End-game Specialize gem now prioritize normal pieces first

    * added a Manual-Start feature so the game does start instantly if you want to...
    > WinningConditions.cs script currently controls the manual-start option
    > Minor changes to GameManager.cs functions to accomodate the changes
    > Minor changes to Board.cs functions to accomodate the changes
    > Minor changes to JMFRelay.cs function to accomodate the changes
    > Please call "gm.startThisGame()" to start the game.
    *** currently assigned to WinningConditions.cs ***

    * Changed BombPiece.cs to behave like the old JMFP v1 behavior for square boards

    * Added Spawn Weights to NormalPiece.cs script. You can now control the color frequency!
    P.S.> only for spawning during gameplay! for game-start weights, checkout BoardLayout!
    *** Please check the NormalPiece inspector in the PieceManager GameObject ***

    * Added BoardLayout game-start Weights controller Colored gems!
    > control the color gems weights when selecting 'random' color!


    v 1.0.1
    -------------------------

    * fix minor bugs (please refer to Manual Update folder for changes)


    v 1.0.0
    -------------------------
    Initial Release

    * All the good stuff of JMFP but using swipe feature!
    * (NEW) Hex board type layout !
    * (NEW) Improved back-end codings and more overloaded methods!
    * Fully compatible with JMFP ( works together in the same project ! )
     
    Last edited: Jan 17, 2015
  2. VectorNector

    VectorNector

    Joined:
    May 22, 2013
    Posts:
    62
    Hey,
    Do I have to do anything special to integrate 2D Toolkit?

    I would love to see how you'd add RPG elements to the framework because I'm building a game that will have RPG stuff in it.

    Thank you!
     
  3. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
    Posts:
    493

    please send me your JSF invoice. Once verified, i'll forward you the 2D Toolkit version ASAP ... tq :)
     
  4. unexile

    unexile

    Joined:
    Feb 4, 2014
    Posts:
    6
    Hello kura,

    I'm starting with Unity. I want to know if I need anything else besides Unity for your JSF. Do I have to change something in your code to run on a mobile? As you can see I'm a newbie with all this :)
    I think it`s a great asset to learn more and maybe try to publish my first app in the future...
    Thanks and sorry for my bad English
     
  5. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
    Posts:
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    Hi unexile,

    Thanks for your interest in JSF =)
    No you do not need any extra assets to use JSF unless you want the 2d toolkit version =)

    LeanTween is required but it is free to use and also already provided within the asset. JSF is ready to use out of the box!
     
  6. PJY1170

    PJY1170

    Joined:
    Feb 13, 2015
    Posts:
    5
    Hi there,

    I was going to purchase Jewel Match Framework Pro, but found Jewel Swipe, does Jewel Swipe have the jewel match features also? as in have the pieces drop rather than appear?
     
  7. kurayami88

    kurayami88

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    Hi,

    Thanks for your interest in JSF~! :)

    in short, yes,there is a mode whereby pieces drop rather than just appear :D

    --------------

    JSF has the exact same features as JMFP. The only difference would be that 1 is a match-3 system that follows bejewelled/candy crush... JSF is a swipe engine that will only process a match once the user has swiped the board.

    You can view the demo for both before deciding on your preferred choice of game-play.... or have both if you like! ... both the system is designed to be compatible and works side-by-side each other! :)
     
  8. PJY1170

    PJY1170

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    Feb 13, 2015
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    Thanks heaps

    Next questions, How hard is it to change the images (the Pieces)? and can we make more tiles?
     
  9. kurayami88

    kurayami88

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    Hi,

    It's not hard at all... it's as simple as just changing the sprites :)
    and you can manipulate and add more pieces and panels as you like....

    -------
    you may want to watch this two videos to get a better understanding of how to use the kit :)

    - intro video
    - customising video
     
  10. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
    15
    Hi,
    How can I make board size fit multi resolution ?
    I know there is a public float var Size in JSFGameManager. But I have not figured out yet.
    Please help! Thanks!
     
  11. kurayami88

    kurayami88

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    Hi,

    Thanks for your interest... i'm on the verge of prepping the kit to accommodate a new JXF add-on that will allow auto board resize... do be patient...

    Thanks~! :)
     
  12. super-cypher

    super-cypher

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    May 10, 2014
    Posts:
    117
    Hi

    is this unity5 ready yet?

    thanks.
     
    kurayami88 likes this.
  13. kurayami88

    kurayami88

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    Hi,
    I have not tested it on Unity5, but I'm highly confident it should work without any troubles :) ... ( AKA compatible with Unity5)
     
  14. super-cypher

    super-cypher

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    thanks.

    Also please can you tell me the difference and/or advantages of using either 2dtoolkit or unity2d versions?

    many thanks.
     
  15. kurayami88

    kurayami88

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    2D Toolkit is a great 2d engine... I have already optimized it and hotwire my own engine to utilize what 2D toolkit has offered... with that, I manage to keep the draw calls extremely low :)

    A rough breakdown of 2D Toolkit...
    - great sprite management system with their own atlas solution
    - has their own multi-resolution support and camera system with built-in anchor points
    - $ 75 in the asset store w/o sale as of current... not free...used to be $ 65
    - if you are not careful, you can end up using 2D Toolkit wrongly... it requires an old method of ensuring the gameObject scale is 1/1/1 for their draw call batching to trigger... they have their internal scale to compensate... ( for pieces and panels, my engine already auto-scale it nicely with 2D Toolkit so you don't have to worry about it in this area :D )
    - their sprites adjustments like width and height etc are much more intuitive and easy to use.
    - They have a 'invisible' texture/render you can use to 'mask' GUIs and objects within certain parameters... kinda cool :D ... basically it's just a 'masking' tool they have which unity does not offer by default
    - eats a bit of performance though... only a small margin... but definitely noticeable if benchmarked against Unity2D ... CPU bound i would say... but its all good... mobile devices biggest issue is GFX bound not CPU bound :)
    - has pre-made GUI objects... like buttons; scroll bars; etc .... BUT it was NOT newbie-friendly AT ALL .... only after I have studied and understood their ready made GUI prefabs was I able to drag,drop,use with ease... if you do not understand it, you will be pulling hairs out wondering why it is NOT WORKING!!!!!!!!!!!!!!!

    for Unity2D
    - still kinda new-ish 2D feature for Unity... had lots of issues... but it seems much better now with unity4.6 and above :)
    - feels not very user friendly with the atlas-ing yet ... low draw calls can be achieved, but a lot more tedious.
    P.S.> you need to make your own 2D atlas! ... Unity does not make 1 for you! (or at least not that i know of)
    - performance seems fluent on 4.6 :).... that i must say...
    - well... it's free... what can i say....
    - sprite management sucks~! well at least for now...There isn't a 'sliced-sprite' option yet (there is in the newer unreleased version i believe)... but yea... unpolished 2D system is what I would ultimately say about it...

    WARNING!!!
    Unity2D version currently does not have multi-resolution support... you can scour google and the internet for home-brewed solutions... but i have not really found a solid solution yet... Most (if not all) 3rd party GUI engine already have their own in-built camera and multi-resolution support... i definitely know 2D toolkit has a great multi-resolution support... I know because i released "Curse You Ninja~!" with 2D Toolkit not caring about multi-resolution (it just works without me needing to know about it) ... i only heard complains and request about multi-resolution support only after I supported Unity2D for my asset.... then i was like... bummer..... :p
     
    Last edited: Feb 28, 2015
  16. super-cypher

    super-cypher

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    Many Thanks for the response! it helps a lot
     
  17. super-cypher

    super-cypher

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    May 10, 2014
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    hi
    so i installed with unity5 all is working ok except i get this message

    PlayerSettings Validation: Requested build target group (0) doesn't exist; #define symbols for scripting won't be added.
    UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
    JSFGlobalDefines:.cctor() (at Assets/JSF/Scripts/Area 51/Editor/JSFGlobalDefines.cs:14)
    UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])

    its a red error but doesn't stop me playing the game.

    Any ideas how to get rid?

    thanks
     
  18. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
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    493
    Hi,
    it seems unity5 does not understand the build target group (0) ... i think they might have removed it in unity5... I will check and revise the script as necessary...
    Dont be alarmed, this error has nothing to do with the match engine... it is only for my JXF add-ons compatibility... with this error, JXF add-ons will most likely not work...
    Thanks again for the feedback :)

    ----------------
    ** UPDATE **

    @super-cypher ,
    I personally tried importing my asset to unity5 beta... Unity5 could not recognize .unitypackage anymore so i had to download the asset from the asset store...
    but after dismissing the message about possible incompatibility, and agreeing to upgrade the scripts due to obsolete API calls,
    it works without any error logs or problems :)

    P.s.> there was an error log that you have described, but soon after I recieved the message to upgrade the obsolete APIs, the error was fixed by Unity themselves.... there are currently no issues what so ever I can see at the present moment in using JSF/JMFP in Unity 5...

    Enjoy~!
     
    Last edited: Mar 1, 2015
  19. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
    15
    I spent 1 day for this plugin and know how to config it.
    Now I want to customize pieces and panels by myself but It seems pretty hard.
    There are too many override functions in aPieceTemplate and aPanelTemplate, and I do not know where to start...
     
  20. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
    Posts:
    493
    Hi,
    do spend some time thinking of the features you want before diving into the script :)
    --------------
    i'd advice you to start customising the pieces in JSF first... they have no required functions and can work without any functions being overridden. Then slowly override function by function and see how each individual functions affects the piece :)

    I would also advice you to look into the default available pieces and panels script. They already have customisations coded into them... you can study those scripts and learn on how I have manipulated the functions that is available to be used :)

    Thanks~!
     
  21. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
    15
    Hi,
    Follow your advice now i can control piece powers by my self. But now I have not figured out How can I control the conditions to spawn special piece or convert piece to special piece (for example at specific score point player reached or after destroy 6 pieces ...). Help me please!
    Thanks~!
     
    Last edited: Mar 4, 2015
  22. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
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    493
    Hi,
    the function that you are looking for is called "createPowerAtSwipeEnd()"... here is a sample of which you can also see in the other pieces scripts that are readily available :)

    public override bool createPowerAtSwipeEnd (JSFGamePiece gp, int swipeLength)
    {
    if(swipeLength >= gm.minSwipeMatch + 2){ // meet min swipe + 2 length
    gp.master.convertToSpecial(this); // convert to this power :)
    gp.master.panelHit(); // hits the panel as well...
    return true;
    }
    return false;
    }
     
  23. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
    15
    Hi,
    In your JSFPieceDefinition, this function deal splash Damage to all neighbours
    Code (CSharp):
    1. public virtual void onSwipeValidating(JSFGamePiece gp)
    2.     {
    3.        ...
    4.         foreach (JSFBoard neighbour in gp.master.allNeighbourBoards)
    5.         { // to all its neighbour boards
    6.             neighbour.SplashDamage(); // splash damage call (causes splash damage)
    7.         }
    8.        ...
    9.     }
    But I just want to deal damage to top, bottom, left, and right neighbour.
    What should I do ?
    Thanks~!
     
  24. kurayami88

    kurayami88

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    Hi,

    instead of using allNeighbourBoards, you can use individual board references...e.g. (top;left;right;bottom - for square boards) and (top;bottom;topLeft;topRight;bottomLeft;bottomRight - for hex boards)

    example...
    gp.master.top.SplashDamage();
    gp.master.bottom.SplashDamage();
     
  25. HappiPlay

    HappiPlay

    Joined:
    May 21, 2013
    Posts:
    8
    Hi, I am still has this problem ,unity5 f4 mac

    PlayerSettings Validation: Requested build target group (0) doesn't exist; #define symbols for scripting won't be added.
    UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
    I2.Loc.UpgradeManager:EnablePlugins(BuildTargetGroup) (at Assets/I2/Localization/Scripts/Editor/UpgradeManager.cs:55)
    I2.Loc.UpgradeManager:EnablePlugins() (at Assets/I2/Localization/Scripts/Editor/UpgradeManager.cs:29)
    I2.Loc.UpgradeManager:CheckPlugins() (at Assets/I2/Localization/Scripts/Editor/UpgradeManager.cs:20)
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
     
  26. HappiPlay

    HappiPlay

    Joined:
    May 21, 2013
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    I found that there is an BuildTargetGroup.Unknow got this error. I fixed it myself ,hope u update soon. public static void EnablePlugins()
    {
    foreach (BuildTargetGroup target in System.Enum.GetValues(typeof(BuildTargetGroup)))
    {
    if (target == BuildTargetGroup.Unknown)
    continue;
    EnablePlugins( target );
    }
    }
     
    kurayami88 likes this.
  27. kurayami88

    kurayami88

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    Aug 30, 2013
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    Hi,

    I am getting the same error log too... but rest assured the desired functionality is working (even though the script displays an error).

    You can safely ignore this error for now ( I will find out why it is spitting out errors and fix it asap ). It does not affect the game engine in any way what so ever~

    ** EDIT **

    oh thanks for the heads up~!
    weird that there is a "Unknown" built target of which Unity itself causes an error....
    they should probably fix that themselves... but till then, your fix is more than welcome :D
     
  28. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
    15
    Hi,
    Have you played Best Fiends game?
    Do you have any idea how to make these walls?
    Untitled.png
    Could you support this feature?
    Thanks!
     
    Patico and kurayami88 like this.
  29. kurayami88

    kurayami88

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    Aug 30, 2013
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    Hi,
    at the present moment, these walls are not supported. The logic required to support these type of "in-between panels" walls needs some time to review.
    I will add the feature if I manage to get a good logic down.
     
  30. findujanvier

    findujanvier

    Joined:
    May 9, 2014
    Posts:
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    Hi
    How can I trigger (doPower) special piece when I swipe over it ? (not at the end of wipe)
    Thanks~!
     
  31. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
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    I would recommend overriding the "onSwipeAdded(JSFGamePiece gp, bool isBoardCheck)" function in your custom piece.

    you can specifically call a new function... or call "performPower()" directly...
    e.g. >>
    Code (csharp):
    1.  
    2. public override void onSwipeAdded(JSFGamePiece gp, bool isBoardCheck){
    3.    performPower(gp.master.arrayRef);
    4.    // OR
    5.    myFunctionHere();
    6.  
    7. // dont forget to call
    8.    JSFSwipeManager.validateSwipe(); // to validate the current swipe
    9.    // OR
    10.    JSFSwipeManager.voidCurrentSwipe(); // if you want to void the current swiped chain so far...player needs to swipe again
    11. }
    12.  
    13.  
     
    findujanvier likes this.
  32. findujanvier

    findujanvier

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    May 9, 2014
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    Hi,
    Is there reverse method of onSwipeAdded()?
    I want to trigger special piece when player swipe over
    , and reverse back when player swipe back!
    Thanks for help!
     
  33. kurayami88

    kurayami88

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    Hi,
    there is such a method... but it is not publicly accessible by default...
    in JSFSwipeManager,
    static void backTrackSelection(JSFBoard board) is the function you are interested in... you can modify it to be a public function at your own risk...
    you would also like the board value of which you can obtain by the publicly available variable >> JSFManager.secondLastSwipeChainBoard ...
     
    findujanvier likes this.
  34. findujanvier

    findujanvier

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    I think you should add rigidbody to GamePiece when piece is created to prevent "moving a static collider" cost.
     
  35. kurayami88

    kurayami88

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    Hi,
    in contrast to your suggestion... rigidbody will incur "physic" calculation cost instead (and I also have no need for any physic movement / gravity weight because the placement is determined by my engine calculations rather than free-falling into place) ... and rigid body still requires a collider to function. So I do not understand how it would be better....

    besides... as far as I can see, the kit already highly optimized and uses as low resources as possible. It is also CPU bound with ~1ms average cost only... gfx will be up to the individual developers to customize and optimize by themselves :)

    However, if anybody have any other suggestions for performance improvements i'm glad to listen out :)
     
  36. findujanvier

    findujanvier

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    May 9, 2014
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    Hi,
    Do you think it is possible to have multi-panels on one board ?
    For example: I would want to have lock panel and rock panel on board[x,y]
     
  37. kurayami88

    kurayami88

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    Hi,
    multi panels are not supported as only 1 behaviour is allowed at a single given time...
    but there are various altenatives for you to use...

    1) create a new custom panel with any / all behaviour you want (e.g. lock + rock combine) ...
    OR
    2) create a new custom panel that creates a different panel of your choice upon being destroyed
    e.g. custom rock panel -> when destroyed, creates a new lock panel in its place...
    you can continue to chain panels using this method if you like but you might just end up with a lot of custom panels :p
    if you are skilled enough, you can make a custom panel that you can further adjust in the inspector. this will probably help you a lot too :)

    Thanks~!
     
  38. findujanvier

    findujanvier

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    Great idea! Thanks
     
  39. Hai-Tran90

    Hai-Tran90

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    Hi! Does this asset support Mobile?
     
  40. kurayami88

    kurayami88

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    Hi,

    Yes~! this framework supports any platform Unity supports :D *which includes mobile :D!!*
     
  41. mrfilmmkr

    mrfilmmkr

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    Jul 3, 2015
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    Love this asset first of all. Your code is well commented and it's been rather easy drastically modifying it to fit my needs. However, I am struggling with one aspect. What I'd like to do is take the 'onClickFX' audio clip and incrementally increase the pitch when adding another piece to the swipe chain. Any guidance you can provide would be much appreciated. Thank you!
     
    kurayami88 likes this.
  42. kurayami88

    kurayami88

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    the place you are interested in is the JSFRelay of which the delegate called "dlgOnSwipeAdded" is what you will need...
    the delegate requires two params (JSFGamePiece gp, bool isBoardCheck)...
    i would advice you to use the delegate rather than hardcoding the JSFRelay script... that way, updates will be smoother :)

    ===========

    oh and if you are still clueless... the basic concept is onSwipeAdded -> check SwipeManager.currentSwipeCount -> play sound at different swipe count int...
     
  43. mrfilmmkr

    mrfilmmkr

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    Jul 3, 2015
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    Thank you!!! I really appreciate your prompt response. I got it working exactly as I wanted after taking your direction and playing around with it for a little while!! Before all is said and done I may have a couple more questions for you - mainly regarding the game over sequence and how I can adapt it to be able to offer in app purchases. But for now I will try to figure things out solo!! I still have tons more to do...thank you so much!
     
  44. kurayami88

    kurayami88

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    you will first need your IAP engine.... from there it is simply the choice of doing it by calling the code (code is in the WinningConditions.cs script) or by GUI (which is on the GameOver object)....

    whether your IAP is self-made or 3rd party, you will need to know how its API works to choose how you want to integrate it...
     
  45. mrfilmmkr

    mrfilmmkr

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    Jul 3, 2015
    Posts:
    10
    I have another question for you. I edited the swipeIndicatorObj to change the sprite image when the swipe manager starts a new chain. (basically I want all of the pieces to glow once they're selected) I am currently using JSFSwipeManager.swipeColor in my function, which is working with one exception. The first image in the chain doesn't match. I think I understand why it doesn't match, I'm just wondering if there's a better way to do this other than swipeColor - at least for the first image in the chain. Basically I just need to know how to call the color or slotNum and my function will do the rest.

    Also...if you have any recommendations on 3rd part IAP engines I'm all ears - and if you have one on the asset store (looked but couldn't find one) you've more than earned my loyalty!! I'd be happy to purchase it from you.

    Thanks again for all of your help!
     
  46. kurayami88

    kurayami88

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    JSFSwipeManager.swipeColor should work unless you are calling it prematurely (before swipeColor value is saved)... there is also the possibility of you using the onSwipeAdded delegate within the JSFRelay script.
    apart from using the delegate, you can also hard code it into the individual custom pieces script (they should have their own onSwipeAdded function as well which is set to be called by JSFRelay during the same event call )

    if you are still having troubles.... perhaps you would want to let me review your code....

    ---------

    Sorry I do not have an IAP engine.... i've used a 3rd party before which is Android Native Plugin... it comes with social media as well as IAP and many more integration for a very low price...
    https://www.assetstore.unity3d.com/en/#!/content/10825
    if you need IOS as well, he also has an IOS package as well ...
    as well as the full platform compatibility here
    https://www.assetstore.unity3d.com/en/#!/content/20152
    i recommend you browse his assets to view what he has to offer....

    I have also bought Unibill before which has very high ratings (but i havent got the chance to use it yet so i cannot comment on it... its multiplatform but cost very high....
    https://www.assetstore.unity3d.com/en/#!/content/5767
     
  47. babilonx

    babilonx

    Joined:
    Mar 22, 2014
    Posts:
    2
    Hi,
    I wanted to know how to set a panel type from code, from exemple at gm.board[2,2] i want to have a stone panel strength 3 , a mini exemple in code lines it's much appreciated.
    Thank you in advance.
     
  48. kurayami88

    kurayami88

    Joined:
    Aug 30, 2013
    Posts:
    493
    gm.board[2,2].panel.setType(typeof(*panel*), *strength*);
     
  49. babilonx

    babilonx

    Joined:
    Mar 22, 2014
    Posts:
    2
    Thank you for your fast answer, it saved me alot of time...help apreciated
     
  50. mrfilmmkr

    mrfilmmkr

    Joined:
    Jul 3, 2015
    Posts:
    10
    Hello,

    I'm trying to spawn a panel, as opposed to a piece, based on another panel's presence on the board. I can get the game to recognize the presence of the "spawning panel" for lack of a better term, but I'm not sure how to spawn the panel - which will be one panel away from the spawning panel randomly. Most of this I can get...but I can't seem to get the panel to spawn. I'm trying to use dlgOnSwipeValidated to call the spawn function. Any help you can provide would be greatly appreciated.

    Thanks in advance!