alextro's Forum Posts

  • I could think of passing them in text object. Not straight but fine by me.

  • Simply create instance variable name it 'speed'. Move the block by set the var 'speed' with desired number. When the block overlap/collide, make the 'speed' zero and it should stop moving.

    For actual example see mine's

    There are some tetris examples in forum, that give ideas how to arrange the blocks in stack manner. One of them came from rojohound.

  • Use sine behaviour. When second jump is trigger set Y position determined by sine movement for few second then disable the jump function. Just raw explanation from me, maybe I will make an example for your case.

    EDIT

    here I create flutter jump example

  • I request turn based battle then, using the hexa tile for movement will give strong nuance to the game.

  • Downloading.. playing & jumping. How many downloads now?

  • Great, it show some potential. I'd love to see hex grid in combat system, since it would more tactical for battle.

  • Thank's zenox98. I have see and download that example before, which is really smart solution.

    My approach might be more suitable for my previous demo:

    Gotta study more deeply about picking methods and how to manipulate them for advantages!

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  • rekjl

    I had hard times dealing with the matching-system. There is several method to achieve the flood-fill mechanic, thought It can be more time consuming to solve.

    Good to hear you just play-test the game

  • A0Nasser

    Now the game is playable. Swipe or tap to crush match-2 color blocks!

    play_demo

    The good things is the game done in 49 events!

  • Course after I finished the matching system the game will actually play

  • Do you compare animation from different instances or just an instance?

    Could you explain what exactly you want to achieve by doing that?

  • In your events you set the Bullet.Speed set to self.speed or enemies.speed.

    Then you set enemies.speed to Bullet.Speed which is retrieve value from enemies.speed.

    So how the enemies.speed gets value from?

    We determine the Speed of Bullet from enemies.speed, so we just need focus to manipulate it's own value something like:

    Subtract 10 from speed

  • The solution is so simple, just use for each (ordered) based on it's Y position

    I edited yours capx

  • vitorfgd

    Check my post here:

  • Update rev2

    Introduce offset cloning in an axis, which is line up into the quee.

    Code optimization, also smoother-responsive control when dragging start to initiate.

    live_show