curv's Forum Posts

  • Ok, so I realised that I didn't really ask this question in the right way... So here is a little more info about what I am trying to do.

    I have a series of sprites, 1 for each grid piece (like picture above) and want to detect when the first red blob and the second red blob are connected via the sprites i.e. the sprites are like pipes.

    I have been looking into the A* algorithm, but I'm thinking maybe this isn't required!!

    Any suggestions welcome!

  • I am creating a game where I want to match a line of sprites from left of grid to the right side (and possibly vertically too but guessing that is really complex).

    So for example a grid of 8 x 8 sprites where the idea is to connect the left hand side to the right hand side.

    The main complexity i see though it the lines wont be straight they might start top left and end up bottom right to connect.

    hope this makes sense, any suggestions on where to start would be much appreciated!

    Edit: This is what I am trying to do, detect when there is a connection.

    <img src="http://www.curv.co.uk/Untitled-1.jpg" border="0" />

  • Cool nice work.

  • Nice, great game by the way. Is this packaged with CocoonJS? So, if there were zero performance issues, the user would have no idea that the game is not native?

  • Hey guys

    just wondered if anyone knows of any games or anyone that's published a Windows 8 phone game yet?

    Or for that matter any published appstore games for the iPhone?

    Just want to buy a couple to see how good the performance is?

  • I used Floor() anyway btw

  • Any ideas that when I set the angle of an object to 90 degrees it actually renders as 90.0002104591497 meaning the angle check will never work... This is not an issue as they are programatically rotated but just noticed it and wondered.

  • Ok cool thanks pro

  • Thanks Pro will check it out. Yes pipe stuff :)

    it's weird because in C# i could do this quite quickly but using the Construct visual way has melted my brain a little!

    thanks again, sure i will ask another question later haha!

    p.s. How do you guys debug in construct?

  • Hey

    I am trying to loop through all my sprites (mushrooms) from top to bottom and store the current angle in an array. This will end up being a 10 x 10 grid of mushrooms, but for now just 1 column.

    After its stored its angle I want to rotate it i.e. jiggle them about. It's kind of working but the data is incorrect (click the Donkey to download the JSON)

    File is here - dropbox.com/s/p1qpuc2e4xjke5p/Mushroom.capx

    All the angles should be 0,0,0,0 for this to be right.

    Any ideas what I am doing wrong?

  • Thanks all i think array is the way to go although i have read the array tutorial I'm still struggling to understand how an array object works with a foreach (ordered) loop on my pipes.

    can someone explain to me what exactly happens when you run this function on a layout with say 2 rows of pipes with one pipe on the top and two pipes on the bottom? How should the array look if its a 2d array

    sorry hope this makes sense

  • Hey I'm new here... I am from a corporate dev background but have always had an interest in making games. I own many game dev books but never have the time to learn to the deep level required.

    Found Scirra and totally loving it..

  • I'd suggest that you create a very small, invisible block that is stuck to each image point on each pipe object. Testing to see if they're facing each other then just becomes a matter of testing whether a block is overlapping another block.

    https://dl.dropbox.com/u/14522925/PipeConnections.capx, without the grid system implemented.

    Thanks Geometrix that's awesome, this is how I envisaged ImagePoints working but obviously not! Sorry I'm new!

    Thanks for the capx that's exactly what I need. So is pinning the way to go for this or do I add a box to the actual image?

    Thanks for your help guys

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  • You could always check the angle of the sprite. If you have one straight pipe sprite you rotate, the object's angle would tell you exactly which way the pipe is pointing.

    How would this work for a pipe that is curved at one end?

  • So I have a pipe based game, where the idea is to rotate the pipes so they join together. Each pipe obviously has two ends and rotates 90 degrees each time.

    I have the rotation working and have set an Imagepoint for each end of the pipe (End1 and End2).

    If I have let's say a 4x4 grid, each containing an instance of my Pipe sprite how can I check if at any point their ImagePoints are facing each other (in otherwords we can connect the two pipes). This method would need to work as I scale up the grid to say 50 x 50.

    Does anyone have any idea? This forum rocks btw, always get a quick answer!

    Many thanks