Rub-A535's Forum Posts

  • 6 posts
  • Hey, thanks for replying, even after so long. I'm still having the problem, but that's only because I abandoned that attempt at a game a while after encountering the problem. I put in a couple bugs into the Sourceforge database first, though, and as far as I know they're still open and unresolved.

    At this point I'm just waiting for the 1.0 release of Construct. In the meantime I actually have a job at a game studio, so my "working on games" urges have plenty of outlet for now.

  • I'm taking another stab at this "getting help on the forum" thing, since my last attempt went rather well.

    My problem with the Match-3 game now is getting the items in the grid to behave properly after matched item groups disappear. I decided to set all the grid items to Solid with Platform behaviour; that way I figure it they should stack nicely on top of one another, and when any items disappear the ones above should fall down to fill in the gaps. Problem is, a lot of the time the items above the ones that disappeared shoot off somewhere. Sometimes they come to rest on a platform above, but a lot of the time they just disappear into never-never land. I'm guessing there's either a bug in the collision system or something I haven't accounted for.

    Could someone please have a look at my cap and tell me if there's something obvious I'm doing wrong? As of right now, only horizontal groups of 3 or more disappear, and you have to click on them first. If you run out of horizontal groups to click, pressing the 'r' key will reset the board.

    If I can't figure this out, I'll probably just slap together some events to make individual grid item sprites slide down if there's empty space underneath. I was just hoping to use the Platform behaviour because it looks pretty slick and it's (theoretically) less effort for me.

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  • when using a 'Object A is overlapping/colliding with Object B' condition, Construct automatically puts the two objects in question into the SOL (selected objects list), meaning that any following Actions will always deal with the colliding/overlapping instances of A and B.

    That confirms my suspicion. I'll try restructuring my code with this in mind. Thanks for the info and the suggestions.

  • I'm having trouble writing Events/Actions that deal with a particular instance of an object, when I have multiple instances of an object in the layout. Specifically, there's 64 instances of sprite A (in an 8x8 grid) and one instance of sprite B. When sprite B overlaps an instance of sprite A (#1), I want to set a private variable in sprite B based on the animation frame of the overlapped sprite A, then move sprite B over a different sprite A (#2), and compare the sprite B private variable to the animation frame of sprite A #2.

    The first part works fine (set the sprite B private variable), but the second part (the comparison with sprite A #2) doesn't seem to be working; from what I can tell, it's doing the comparison between sprite B and sprite A #1, instead of between sprite B and the sprite A #2.

    I really hope this makes some kind of sense, and that someone can help. If there's something helpful and applicable that I missed in one of the tutorials, kindly point the way. I'll try and figure out how to post the .cap, which I'm guessing would also be useful. Edit: Here's a link. The relevant code is under the 'Move Attempt' group.

    Alternately, if anyone has any better suggestions on how to go about putting together a Match-3 type game in Construct, I'm all ears. As awesome as Construct is, it's still forcing me to exercise the computer science/math/logic parts of my brain that I haven't used properly in years.

  • Perfect! Using 'LayoutName' in conjunction with the System -> Go to Layout action allows me to reset the layout using one abstract Event, no matter which layout the player is on. Thanks Ashley!

  • What's the easiest way to change to the current layout? I'm assuming that I need to use the action System -> Go to layout, but how do I get it to pick the correct layout? I suppose I could create a separate reset event for every layout, but I'd rather create a single reset event that works properly no matter what layout it's called from. Is there a system variable that keeps track of the current layout number that I can use?

    I have to say, the layout system confuses me a bit (I'm pretty new to Construct). The layouts are listed by name in the Project panel, not number, and the Properties pane for a layout makes no mention of a number, but when you use the 'Go to layout' action it asks for a number. Not very intuitive.

  • 6 posts