chrisbrobs's Forum Posts

  • Here's the latest shots of Match3 project.

    (Thanks to pixelrebirth and Rojohound for all there help)

    This is the latest shot of main game maker screen.

    Stuff added:

    Blocks switchback if no match.

    Option to change the 'Theme colour' for the games panels.

    Buutton to 'Hide' the panels and listboxes so you can see what the end game will look like.

    Loads of new backdrops and block textures.

    <img src="http://dl.dropbox.com/u/22173473/newlayout.png" border="0" />

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

    These are shots of a created game.

    Stuff added:

    4 extra bonus levels.

    New progress bar timer using tiled backgroung object.

    I haven't included any 'working examples' with this post, because i need to sort a couple of problems out.

    <img src="http://dl.dropbox.com/u/22173473/split.png" border="0" />

    Thanks for all the feedback.

  • Thanks ROJOhound

    Layout 1........5 events and it works...WOW !!

    This must be some sort of World record involving the least amount of events ever used for this problem ? (Im gonna Google it)

    Layout 2.......This is exactly what i was looking for, and i think it's worth having the the extra events to achieve the smooth effects.

    Thanks again.

  • Oh, thats bad. Being have to create/destroy for every selection makes it useless. I'll try smth else.

    Thank you for your help.

    You can do it this way, without having to destroy anything :

    Combo box

    Hope this works.

  • I checked the bsod log files and it states that google chrome has crashed.After the google chrome crash the bsod would appear.There was also a problem with my gfx driver.I installed an updated driver for my gfx card and i updated chrome.It's much more stable now and i haven't had a single crash so far.I got the exact same bsod on my other pc ,but it's sorted now with the new updates

    <img src="smileys/smiley4.gif" border="0" align="middle">

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

    Do you have 'Google Chrome Frame' installed as well ?

    "Google Chrome Frame is an open source plug-in that seamlessly brings Google Chrome's open web technologies and speedy JavaScript engine to Internet Explorer.

    With Google Chrome Frame, you can:

    Start using open web technologies - like the HTML5 canvas tag - right away, even technologies that aren't yet supported in Internet Explorer 6, 7, 8, or 9."

    Link

  • Is it bad to release a game using unlimited framerate mode? If so, can someone tell me why?

    I find that in unlimited framerate mode your controller/keyboard input is registered quicker, the game is slightly faster, and the whole thing just seems more responsive. I don't notice any decrease in display quality or skipping or anything either. So long as I use timedelta well then it should be fine, right?

    Im not an expert but i have read the following-

    Framerate mode: Controls how the game framerate runs:

    V-Synced: The screen updates in sync with the monitor's refresh        rate. The best quality and smoothest display. Games should all use this option. See TimeDelta for related issues.

    Unlimited: The screen updates as fast as possible with no waiting. Intended for testing your game's performance.

    Fixed: Use the FPS property to manually specify a framerate. This will not be V-Synced so your game will exhibit tearing and poorer quality display.

  • However, despite how good it seems compared to mmf, I can't really commit to using it until you finish it. This is a fantastic project and I'm really looking forward to the completed software, bravo!

    How complete do you want? You can make fully functioning games with it now!

    Are you mixing Construct Classic up with C2 ?

  • Thanks for the example newt, thats a good method for the 'flipping' of the card, the problem im having is replacing the events that depend on the Transparency factors.

    I thinks it because the 'card' and 'block' are in a container? which i haven't used before. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • ROJOhound

    Thanks for your previous help with the above.

    I am trying to recreate the events, but instead of using the transparency as a trigger i want to use a card (or cover) with 2 animations 'facedown' and 'faceup'(obviously this is the card that covers the blocks).

    Ive been trying to work this out for 2 days, but it just wont work.

    If you get a minute, would you have a look at it.

    This link is a screenshot of the current events (the original)

    Solution

    I havent bothered including the events i have tried because its a bit of a mess!

    Thanks in advance. <img src="smileys/smiley9.gif" border="0" align="middle">

  • >

    > One question i wanted to ask...can you use more than '4 frames' with the engine ?

    Yes, you can. Are you getting at using more than 4 different types of blocks or do you mean animating them? Both is possible.

    In a previous reply (see above) I elaborated a bit about using animations instead of simply frames.

    If I'm misunderstanding your problem or you do need additional help feel free to drop me a PM.

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

    I meant having a block with more than 4 images, like bejeweled has.

    If it involves rewriting eveverything, i will stick at four.(I don't think my brain would be able to cope)

    <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Just added it to my build and it runs ok, thanks for that.

    -> System: Set global variable 'Moving' to 1

    I downloaded your tutorial 'lifebar.cap', gonna see if i can use that instead of the progress bar object.

    Will post details when i get it sorted.

    The only thing missing now is an 'hint' button.

    One question i wanted to ask...can you use more than '4 frames' with the engine ?

  • Just added it my cap...and for some reason it worked first time <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks PixelRebirth.

  • That's a very cool little gamemaker already! I would like to see options to mess with the particle effect and score display, then you would have covered almost all the visual aspects of the game.

    Also what's obviously missing: switching back blocks that don't result in a match. I will upload an updated cap of my tutorial this week which includes this functionality. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Well done so far chrisbrobs, looking forward to new versions!

    Thanks for the feedback.

    If you can sort out an example cap with the 'switch back' events i will add it to the next release.

    I'm got a few ideas for 'bonus game levels' that im trying to add(thanks to ROJOhound) to make it a bit more interesting, and i will try and add

    an option for changing the score boxes and particles(probably the colour).

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I will have to look for original cap and get back to you.

    If your new to Construct you should check PixelRebirth's tutorial,s

    on creating a match 3 type game.

    Here's the link : PixelRebirthsTut

    newt wrote :

    "Perhaps your next game should be called "match the nuts".

    Shouldn't be that hard to figure out"

    You have just given me an idea for my next game!

    <img src="smileys/smiley36.gif" border="0" align="middle">

  • I was trying to make a jet ski game, but i got fed up.

    Here's the cap file if anybody wants to finish it.

    <img src="http://dl.dropbox.com/u/22173473/jetski.png" border="0">

    JetSki

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  • Low poly Cop car.(with police spelt backward?)

    <img src="http://dl.dropbox.com/u/22173473/policecar.png" border="0">

    copcar