[Plugin]Board, Layout2Board [Behavior] Grid Move

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Snap to visible grid - perfect solution for any game genre
  • AndreasR

    You are welcome! See you next template~

  • Hi rexrainbow

    EDIT: Just found an example of yours for this Thank you!

    Just a quick question. Do you have an example for "MiniBoard - Can Put" Condition?

    I want to check if the whole miniboard (with its form and tiles) fits on the main board. If not, the game will end. I already have seen your "Miniboard - drag & rotate" template.

    Thanks for that, it helped me a lot

    Regards

    Andy

  • AndreasR

    You are welcome. Mini-board is an interested topic. I hope you will like these plugins.

  • AndreasR

    You are welcome. Mini-board is an interested topic. I hope you will like these plugins.

    Yes this plugin opened up some great opportunities for my next games & templates

    I'll keep you posted and inform you when I'm done with them

    Thank you once again!

    Regards

    Andy

  • Hi rexrainbow, I was just wondering if you ever considered adding support for boards with trimetric projection?

  • Hi rexrainbow

    is there a way to add an action to set "force move" to yes or no?

    At the moment it just can be set globally at the object settings.

    Thank you!

  • Update

    rex_grid_move behavior: add "action: Enable force moving" to turn on or turn off "Force move" feature.

    AndreasR

    Here it is. Use that feature carefully, because that z index will be changed (slink) when z overlapping by rex_grid_move behavior and "Force move" --

    LZ = "#" & chess.UID[/code:15ha9v7y] 
    It is better to turn off "Force move" when LZ goes back.
  • faulknermano

    Thanks for sharing this information. It will need a new plugin for this feature, now my squareTx plugin only supports dimetric ( isometric ) projections, which is bilateral symmetry.

  • Update

    rex_grid_move behavior: add "action: Enable force moving" to turn on or turn off "Force move" feature.

    AndreasR

    Here it is. Use that feature carefully, because that z index will be changed (slink) when z overlapping by rex_grid_move behavior and "Force move" --

    LZ = "#" & chess.UID[/code:q4z9l45k] 
    It is better to turn off "Force move" when LZ goes back. 
    

    Thank you very much, rexrainbow

  • Here are new documents of board series plugins.

    I will try to add some applications' document later.

  • How to pick a chess, which was hitted by moving chess?

  • bangoo

    Assume that the moving chess is chessA

    • if overlapped chess does not have the same LZ of chessA

    Using board's "Condition:Is overlapping", see this document

    • If the overlapped chess has the same LZ of chessA, i.e chessA will kick this overlapped chess out from board

    Using Grid move bheavior's "Condition:On colliding begin", see the document

  • Hey rexrainbow

    Got a problem with the "Pick neighbor" condition.

    I have a click event on a chess, that should mark all neighbors by creating a Sprite on them.

    Tried pretty much everything I can think of, but the Sprite creation doesn't even trigger which means that the "Pick neighbor" condition results in no picked items.

    Here is my project .capx, I hope it is visible what I'm trying to do and where the problem is.

    If there are issues with it, just PM me.

    Thanks.

    Download .capx

  • Hi randomly

    rexrainbow might come in correct me on this, but I've compared your capx with his sample 'pick neighbors.capx' and this is what I found.

    -picking neighbours is only possible with 'tiles', ie placed on LZ=0. I tested this by modifying the 'pick neighbors.capx' and populated the LZ=1 (ie as 'chess'; in Rex's Board terminology, anything LZ>0 is Chess and LZ=0 are Tiles), the Chess objects were _not_ picked. So this is consistent with your own capx.

    -This makes the labelling 'pick neighbor chess' a bit misleading. It seems to actually mean 'pick neighbor tiles'

    -Because of this you are unable to pick any neighbouring chess.

    My suggestion is:

    -Create the underlying Tiles array.

    -Populate your Chess pieces normally.

    -On touch with a Chess, query the tile underneath the chess

    -Pick the neighbors of the tile

    -Pick the chess pieces on top of the those picked tiles

    -Generate your predict_kick sprite on those chess pieces

    See this modified capx:

    https://www.dropbox.com/s/iawhh1trdfrmi ... .capx?dl=0

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  • randomly

    Like faulknermano said, put tiles before putting chess. Valid cells are defined by 'tile' (z=0), i.e. user should put a tile (z=0) at a LXY position.

    Here is my new document of board plugin, hope it will be more clear.

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