alextro's Forum Posts

  • Did you turn off the anti-aliasing option? Also set sampling to point in C2 project properties.

  • Did you put (create) sprites in correct layer?

  • I also made laser guide with bouncing angle:

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  • Take my example, you will learn something from it:

  • I modified R0J0 example, make it compact & intuitive (and touch friendly) bitwise_mod.capx

  • Snake movement covered in following thread:

  • What do you want to do by using platform behavior? Do the runner need to jump or else?

  • That's a lot of example R0J0. I think I need extra time to understand them. I red that dijkstra algorithm is the most shortest possible route calculation.

  • So they are end up stacked behind the finish, right? Sure runner can gain speed again by using lerp from 0 to max.

    Done.

    Please download again from previous link, it's updated.

  • Thanks R0J0hound for cover every possibility with it's pros and cons. A* seems fair enough for fixed same distance (grid). I always think there must be other way than using overlapping test. Since JS not my thing, I'd like to see an example that utilizing array like you said.

  • I would like to improve the searching time by implement bidirectional search with dual floodfill.

    Say A is starting point and B is the goal. Both point will flooding their neighbour until they flooded certain point that will act as an intersection, let's call it "C". Then The result is path cost/step to reach C for both that bring us to total cost by sum up them:

    Total_cost = A_cost + B_cost

    Now we just need to traceback from A. However the traces from B need to be converted to cost "how far them from A". We need to write new value from existing b_cost towards the goal.

    Total_cost-B_cost = A_cost

    So now early traces from B got an A_cost in correct order to complete entire node path. That should relatively fast in theory.

    Time to implement the idea.

  • Iolva

    1. It just use standard default features from C2 so no additional plugin were involved.

    2. About 280 events for main gameplay

    3. The manual is not finished yet. I admit it is my weakest point at this stage.

  • Me, a cartoon-ish cat made with vector & raster software framed with 9-patch object that resembled of puzzle stuff.

  • Thank you Iolva really something to me.

  • There is a lot of mechanics involved to create match-3 game, not the simplest game to make in general. First you might to figure out how to make a piece moves in certain direction. Next you are likely facing to dealing with overlapping detection that might not up to what you expect. Then you need to take flood-fill into account to make the matching system works, etc.

    But don't let my story scare you, It just processes that encourage myself to solve the puzzle-making things. I remember when I wanted to create simple puzzle game like Collapse puzzle. Lot of things to considered to make a simple gameplay works, but I managed to build the logic and share it to the forum:

    Most of prototype puzzle I made was built from standard event system that is not relying on specific behavior or plugin. Big big advantage if you understand how expression works that give more control for every aspect in your game.

    There is plugin made by rexrainbow to get you started make match-3 game and it is free: