GuttyKreum's Forum Posts

  • Is there anyway to regain my game on the arcade? Apparently it no longer exists and I unfortunately do not have a copy of the project on my PC.

  • Version 2.0.0.0 is available to test now here:

    https://www.scirra.com/arcade/puzzle-ga ... ower-27649

    Changelog:

    • Updated tutorial so you can now try moves over and over again without having to restart (I haven't made a 'back' button yet though).
    • Changed the special flowers into potions to make them visually distinct.
    • Bamboo Snake heads no longer die in one hit but now have 5 health.
    • Instead of the first wave of Flower Bulb enemies proceeding into infinite Bamboo Snakes I added a series of enemy waves to face. You will only face a maximum 5 of the Bamboo Snakes at a time before different enemies spawn instead.
    • Added a new enemy: Samurai Stag Beetle. He has 3 health and moves two column spaces at a time. When any damage is taken he only moves 1 space like the other enemies.
    • Updated visuals to make things easier to see. The main stage background is now dark and the 'Your Go' and 'Enemy Go' messages are more prominent.

    New enemy:

    An example of how the updated tutorial works:

  • I've discovered that preloading sounds will cause the crash when loading on iOS. Does anyone know the best way to preload or use sounds/music in general for iOS?

    If I preload more than a couple sounds using an event it will also crash on iOS.

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  • Heya,

    I've had a friend test my game on the arcade on an android device which yielded positive results; however, I can not load the game on my iPhone 5 or iPad Air. The construct splash loading screen displays and then I am hit with a message in the game window which states:

    "The page cannot be displayed because an internal server error has occurred."

    Have any of you run into this before?

    The game is available to test here: https://www.scirra.com/arcade/puzzle-ga ... ower-27649

    Here are my project settings if it helps:

    Thanks!

  • Heya all!

    I just put some finishing touches on a game I developed a while ago and uploaded it to the Arcade here:

    https://www.scirra.com/arcade/puzzle-games/tokyo-flower-27649 (2.0.0.0)

    Instructions:

    Click on a flower or enemy to attempt a match (the pointing hands will indicate the current match). Click again on the center of your current selection to cast a spell. Your match must contain 2 flowers to have any effect. If an enemy is part of a selection it will take damage when the spell is cast. The bigger the match, the higher the score and damage dealt becomes. You can cast 2 spells before the enemies take their turn. If an enemy attacks a health bar at the bottom of a column 3 times it will be game over!

    _________________________________________

    Version 2.0.0.0 is available to test now here:

    https://www.scirra.com/arcade/puzzle-ga ... ower-27649

    Changelog:

    • Updated tutorial so you can now try moves over and over again without having to restart (I haven't made a 'back' button yet though).
    • Changed the special flowers into potions to make them visually distinct.
    • Bamboo Snake heads no longer die in one hit but now have 5 health.
    • Instead of the first wave of Flower Bulb enemies proceeding into infinite Bamboo Snakes I added a series of enemy waves to face. You will only face a maximum 5 of the Bamboo Snakes at a time before different enemies spawn instead.
    • Added a new enemy: Samurai Stag Beetle. He has 3 health and moves two column spaces at a time. When any damage is taken he only moves 1 space like the other enemies.
    • Updated visuals to make things easier to see. The main stage background is now dark and the 'Your Go' and 'Enemy Go' messages are more prominent.
  • Here are my project settings if it helps:

  • Heya all!

    I uploaded my first game to the Scirra Arcade and it worked fine except that the default play window was extremely tiny with black borders (I'm using Google Chrome Version 64.0.3282.186 (Official Build) (64-bit)). Selecting to go wide screen or full screen displays the game correctly. The window size in the project settings is currently 480, 854.

    The game is currently available to play on the Arcade here: https://www.scirra.com/arcade/puzzle-ga ... ower-27649

    Here are some screenshots:

    Default sized (too small):

    Wide screen (the correct dimensions display here):

    Any help would be appreciated. Thanks!

  • Excellent. Great elaboration.

  • Don't know why I didn't use a Boolean. Isoverlapped is changed to a Boolean now.

    It seems to work now with the events below:

    Thanks for the help. Can you please elaborate on why you suggested toggling groups on and off?

  • Currently I have the following events for toggling a variable change:

    The first event listed works and the variable is changed for each specific brick overlapped.

    The second event will only work once the Shopsign is overlapping absolutely no bricks (the bricks are sprites lined up right next to each other).

    How would I make it so the second event works as the Shopsign moves across the screen of bricks? (the Shopsign is never not overlapping a brick during the game)

    I've tried so many variations of the events but I can't seem to get the second event to work the way I want.

    Thanks!

  • Sorry, I have been insanely busy lately.

    But you need a better schema for identifying which tile has which doors.

    Sadly, I have not developed such a system yet, only theorized about what I might do in such a system, so I will be of limited help.

    I would recommend studying cesisco 's work here: viewtopic.php?f=159&t=189186

    You might have to ask if he will share his capx with you (Or publicly).

    Not a problem man. Thanks for looking into this.

    Maybe this could help, it's a different way to look at the problem without using arrays. It first creates the rooms with door in between so everything is connected. Then as a second pass it has a chance to add a few more random doors to make looping passages.

    https://www.dropbox.com/s/45t57qr04dzht ... .capx?dl=1

    It's similar to what i've done previously here:

    roguelike-map-system-untiled_p590128?#p590128

    That simplifies things quite a bit, which is awesome. I was originally thinking that working with arrays would be best as it would be easy to reference what the current values are, which would be useful for mini-maps and such. Thanks a ton!

  • Bump.

  • So how to you check the nearby tiles to see if their doors match up?

    Something like:

    Array.At(x+1,y) > contains('t') or contains('r') ... etc. ?

    When checking the arrays for which door they contain I chose not to use strings or characters to label the types of rooms.

    Instead the room configurations have an identity by number (1-15). I'll include the diagram (it's not sorted, but it's labeled)

    I felt that numbers and characters would probably have worked the same; thinking that using comparisons between integers would be faster than comparing characters.

  • How exactly do you determine which sides have doors?

    The sprites for each room have green sides to represent a door or doors and are named appropriately.

    For example:

    That sprite is named 'tr' to show that it has a door on the top and right.

  • Heya guys,

    I'm having some problems randomly generating sprites.

    The goal of the event system is to populate the layout with randomly generated square sprites which represent rooms with doors on either side.

    The array "RoomFormation" represents the population of possible room combinations. Green sides represent doors where the object is named after the orientation of the doors (t=top, r=right, b=bottom, l=left).

    The size of "RoomFormation" is 16x5 where there are 16 different sprite objects (x-axis), the name of the sprite object (y-axis=0), and the possible relative locations where the sprite can be placed (x.1, x.2, x.3, x.4 where the 1 refers to placement in the north, 2 is east, 3 is south, and 4 is west; i.e a "1.3 means a 't' tile placed in the south.)

    Theory:

    The function "TileRoll" goes through a process of scanning the "Grid" array for previously placed tiles and eliminates (zeroes the value) incompatible tile objects from "TilePool" (a copy of "RoomFormation"), then it draws a random value from "TileLottery" (a contracted "TilePool" array containing no zero values), from the randomly chosen value a tile is placed in the appropriate location.

    [

    [The "TileRoll" function is made in such a way to prevent 3-way intersections from occuring randomly]]

    Problem:

    Randomly, the process halts before MaxRoom tiles are placed.

    In the time being I've added the highlighted condition in Event2-3 to restart if the process fails, however this is not something I want to keep in.

    Screenshot examples of successful and failure layout generation:

    http://imgur.com/a/5Wyv3

    Cap file itself:

    https://www.dropbox.com/s/u1zjtvg31mbp2 ... .capx?dl=0