alextro's Forum Posts

  • By zero-ing the elasticity to make the object bouncy less and some adjustment:

    https://www.dropbox.com/s/okqvtkaz4nfw25d/stack_building_snappier.capx?dl=0

    Compare both example to see the difference. It is possible to create this kind stacking game without using physics. I'll try that in next chance.

  • Sort of "coefficient". I called it "koefisien" in my native language which is a variable that indicate range usually from 0 to 1. So when the value reach 1 it means the object reach it's goal destination.

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  • Don't just use physics entire time. Probably activate the physics to the one that will be dropped and the one below it with different physics setup (set to immovable). Set physics off/disable for the rest blocks.

  • Update: Now with combo yell to engage player do certain combination (2x2, 5x1 or 1x5 match formation). Control & scoring also getting better (not as stiff as before).

  • It is on loop 'For each(ordered)' under system condition. When dialogue pop up pick the object then fill the expression with a criteria or object properties in your case the object Y properties for example objectsprite.Y. Set the order to ascending then put z order to 'Move to top' in action block.

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  • I feel that each level feels like a test lab for our little buddy. Enemies & enviroments kind of less memorable. Maybe give the hero back story or something to tell along his journey.

  • Add loop 'For each' for switch brick as condition:

    + System: For each switchbrick + System: Pick shadow where shadow.Pin.PinnedUID = switchbrick.UID -> shadow: Set color to rgbEx(255, 255, 255)

  • Why not just set them in first place?

    [Shadows] // Generates shadows onto terrain that casts them. ----+ ShadowCasters: On created ----+ System: For each ShadowCasters -----> ShadowCasters: Spawn shadow on layer 3 (image point 0) (create hierarchy: False) -----> shadow: Pin Pin to ShadowCasters (image point 0, angle: True, width: No, height: No, Z: False) -----> shadow: Set color to rgbEx(255, 255, 255) -----> ShadowCasters: Spawn shadow on layer 3 (image point 1) (create hierarchy: False) -----> shadow: Pin Pin to ShadowCasters (image point 1, angle: True, width: No, height: No, Z: False)

  • I have very fond memory with the classic title 'Lose Your Marbles' as a child who played this game in my cousin's computer.

    That time it was the only puzzle game I played yet it still leaves sweet memories. So it is not enigmatic thing to remake one's lovely puzzle game with their own vision.

    In original classic Lose Your Marbles each column kept filling with 5 marbles by default no matter how many consecutives combos player made, it will remains at least 5 marbles in that column.

    In current development I made it possible to just keep 1 marbles on each column. This is intended for possible puzzle clearance mode which the goal is to clear all marbles on screen.

    Also in original game the filling-drop system always picked side up marbles above center row to fall in. In my game it is depend on which side has the most marbles. Think about center row as center of gravity that will pull the closest or with the most queue. If both sides has the same amount of marbles queue, it will take different side to fall in from previously recorded 'same case'. So it kinda predictable but if only player can memorize it.

    That to be said in the beginning of the post. There is way way long to go to make the not so close classic title spinoff to surface.

    Tagged:

  • iS there any morale system that affecting units? For example if an unit surrounded by enemies that unit will likely to drop his guard or loosing focus so he can't attack properly.

  • I consider this game as finished: construct.net/en/free-online-games/inslid-34354/play

    Perhaps a little updates will give better playing experience. Feedbacks needed to evaluate what can be fix or improved futher.