vandinz's Forum Posts

  • Yes! I loved this on CC. Thanks for all your work.

  • Hi, I'm trying to create a match 3 game like Bejeweled as a new project but I'm having trouble creating the initial grid. At the start of the grid I need to make sure there are no 3 tile matches present, only a maximum of 2. This way the game won't start removing 3 matches from the beginning.

    I've managed a way around it by adding another colour (the black) to the grid. I've achieved this by getting it to check if the previous two tiles are matching. If they do, add a one to the value of the previous tile.

    The problem with this method is, if the previous tile is a 4, adding one makes it 5 and out of the range of animation frames I use for tile colours. To combat this I made another frame and made the colour black. This was so I could clearly see where the adding +1 took the number out of range.

    It works fine, with the odd black tile thrown in there, I don't get any set of 3 matches at grid creation, but I don't like it. It's a cop out way of doing things and is untidy.

    Can any of you brain boxes work out a way of fixes this?

    I've been through the examples on the site and while I get them, they're not done the same as I have done it and I don't want to just copy/paste their work and leave it at that, I like to learn and work out how and what the program is doing.

    A little heads up would be great. Here's a screenshot of the program and the CAPX.

    Thanks.

    <img src="http://s13.postimage.org/681e8mfsn/blocks.png" border="0">

    CAPX

  • Create the item you want to use as the button (the button object or a sprite for example) Give it an instance variable called ONOFF (could be anything you want) and set it as BOOLEAN. Then on clicked with the mouse use the TOGGGLE BOOLEAN option. This will switch the FALSE (default value) to TRUE. Clicking again will switch it back ... and so on.

    You just need to test for the value of the instance boolean variable.

    Easier to show that describe so I knocked this up :) Hope it helps.

    CAPX

    DEMO

  • That's perfect! I was worried about the HTML 5 performance on Android, which can be a bit ... plop. This eradicates that issue. I love this software (C2) more and more each day. Can I have your children Ashley?

  • That'll be a no. Thanks :D

  • When you create an Android app, is it like exporting to desktop, in other words an HTML5 page in an app window? If so, which browser is used for the Android app? Chrome is only available on ICS and up so I expect it's the default browser? I haven't got a licence yet so I can't test it, just gathering info for when I do have a license and am able to create what I want :)

    Cheers.

  • Welcome to my world :(

  • Yeah, just create a sprite with the same anim frame throughout the animation and set the collision mask differently on each frame. Then when you want to use a different mask, switch to that anim frame.

    I just said what Ashley did I think. :/ lol

  • Really? 250,000 downloads? That is something worth celebrating. <img src="smileys/smiley41.gif" border="0" align="middle" />

  • If you make the very left hand row and bottom row of pixels transparent is it still there? If you resize something in Scirra's art thingy it'll add those blank lines automatically.

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  • Export it as an Android app and sell on the Google Play store. Same with iOS. Then of course there are sites that will host your game and you get some revenue from the ads. There's plenty of ways to make money. :)

  • Just a daft mouse trail thing I've created. Nothing special at all, trying some things out. Welcome to use it if anyone wants to.

    CAPX

    DEMO

  • I've managed to get something like you wanted using an instance variable on the platform. Hope it helps.

    Here's the CAPX

    and a DEMO

  • thought this would be easy but I keep hitting a few blockers. I tried using the Lerp and Clamp commands to make it move down slowly which did work but I had the issue of my player always colliding with it so it continued down off the screen. (How do I say do this command only once when you collide with the platform?)

    There's a condition you can add called TRIGGER ONCE WHILE TRUE.

  • So just adding that code to the HTML page created by C2 would fix the issue? I can't test this because I don't own any Apple devices and never will but in the future I may produce for the iPhone/iPad etc so would like to know how to get around this. Wonder why they've never fixed it if it's so simple?

    Can someone test to see if this works?