Minor's Forum Posts

  • Minor

    that looks interesting

    Thanks

    Minor

    Jesus, that´s really nice! Can you share how you did that?

    Beaverlicious

    I finally managed using one of my favourite things. Cellular Automata. It loops through the array that stores the maze. Any open cell/floor that has 3 wall neighbours

    (so to the left, right, up, down)

    turns into a wall. This makes it start at dead ends. It continues looping through turning open cell/floor dead ends into walls. I kind of works like a floodfill.

    What you are left with is the path because if a cell/floor is part of the path it has only 2 wall neighbours the other 2 are also open cells in the path.

    Sorry for the terrible explanation. If you are interested I can comment the the capx that includes the maze creator (Prims Algorithm

    sort of

    ) and the solver (Cellular Automata). Just let me know.

  • After many failures in the past for some reason I went back to implementing a maze solving algorithm for my unfinished Lowrez Jam Game.

    Got it working too

  • Here's a fixed version.

    I've changed the box from a tiled background to a sprite. Personally I think using tiled background's as obstacles or items is a bad idea as there are less checks and things you can do on a tiled background than you can do on a sprite.

    The last action checks for a sprite overlapping a sprite and destroys the top one. That way 2 can't stack on top of each other. You can't do this sort of check on a tiled background.

    [attachment=0:11tuxpkr][/attachment:11tuxpkr]

  • The lives are working.

    What is happening is when you die and the layout is restarted the game creates 2 boxes at the first position. That's why you lose 2 lives when you hit the first box you are actually hitting 2 boxes.

    It may do it further in the game but I never jumped just let the character hit every box.

  • For completeness I've updated my version to have a line graph too. Now we have a barchart/linegraph without using the Canvas using R0J0hound capx and with the Canvas using my capx.

    HTML5 Demo

    And the updated capx.

    [attachment=0:37d6wgmu][/attachment:37d6wgmu]

    Sorry for the double post but I didn't want the new example and capx to get lost in earlier edited posts.

  • Here's a a way to do a line graph, as well as putting it on a box. Didn't use canvas.

    https://dl.dropboxusercontent.com/u/542 ... /plot.capx

    Minor

    I like how yours scales to the max value and labels the y axis. A very nice touch!

    edit:

    Just tried your latest one. Looks pro.

    Thanks although your excellent canvas plugin does all the hard work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Here's a slightly better version with a few more comments for newer users.

    This version is expandable to any number of columns & the data. Within reason of course because the text that shows the values of the column won't display correctly

    HTML5 Version

    Hope it helps

    [attachment=0:qn2ist45][/attachment:qn2ist45]

  • Here's a quick a dirty version.

    I started making it hardcoded for a certain number of values but I think I made it flexible for any number of values, but I might have missed something.

    Still it's a decent start I think.

    I also used Rojo's Canvas plugin to draw the bar graph.

    [attachment=0:jm3sg657][/attachment:jm3sg657]

  • It's a pretty good tower defence game. Graphics are nice There's a nice bit of strategy as each person/tower has a different range.

    Here's your link too

    http://selena817.freehostia.com/HeroDefense1/

  • The coins were spawning every tick so the coin on top would show frame 0 of the animation then another would spawn and show frame 0 and on and on........

    [attachment=0:3s43yndg][/attachment:3s43yndg]

    I've fixed it and reduced the number of events for the actual spawning.

  • I've been tinkering around. Excuse the programmer art

  • Fixed

    [attachment=2:dm9nzlur][/attachment:dm9nzlur]

    Event should look like this as Magistross said

    [attachment=1:dm9nzlur][/attachment:dm9nzlur]

    Not like you had it here

    [attachment=0:dm9nzlur][/attachment:dm9nzlur]

  • Not sure what the problem is. Are you changing the right part for the spawning of blocks. Also don't forget that there are only 6 types of normal block plus the special, the other blocks are for "different states" for example for dragging block 1 it shows frame 2.

    [attachment=0:3aj0a0ct][/attachment:3aj0a0ct]

    That seems to work when I test it. You might have to play around with the numbers to get the right frequency of special blocks to normal.

    Another feature of the original events is that it removes matches when spawning the new blocks, which may give the impression that the frequency of blocks is unchanging. If you want to play with that it is event 39 in the event sheet.

    As for the special block I think it does nothing because angeltekno hadn't got spawning working as planned yet. I'm also guessing that the special block may have been a wild card for example if you match 2 purple then a special it would count as 3 purple. But like I said I'm not sure what the original idea was for the special block.

  • Been working on top down procedurally generated destructible terrain. The terrain will re-tile itself correctly every time there is an explosion.

    http://youtu.be/mAywgCRDOes

    You can try the HTML5 Demo

    Controls are:

      Press “R” to generate a new level Hold “Z” to zoom Arrow Keys scroll level while zoomed Right Click to place an explosion and blow stuff up

    First draft so I can make some improvements. Badly pixelled tiles are inspired by a tileset from "Nuclear Throne"

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  • I carried on playing around after making the bitwise number example so I'll just post them here in case they are of use to anyone.

    An expanded version of the first example. Use left click to place a tile, right click to remove, hold shift and left mouse button to drag an rectangular area to tile.

    HTML5 Demo

    [attachment=1:1hpv90co][/attachment:1hpv90co]

    And a version that is probably closer to what roracle originally wanted with dirt & grass tiles.

    HTML5 Demo

    [attachment=0:1hpv90co][/attachment:1hpv90co]

    The improvement with this version is more tiles for the grass area and also stores the original grass tile when removing dirt.

    Hope someone finds them useful