welfo's Forum Posts

  • Added Link to Google Play Store.

    Updated Post Name to reflect this.

  • Android version!

    play.google.com/store/apps/details

    And also, I am planning to add a vertical layout of the game for mobiles, as the horizontal layout seems to be too small, and the blocks are hard to "swipe".

  • rockmegax quite easy, you can use the Animation Frame of each block, or use Instance Variable for the color, setting it at the creation of each Block.

  • And now, also on Windows Phone 8!!

    windowsphone.com/s

  • Hey Dan, sorry for the late reply...

    Check the capx:

    skydrive.live.com/redir

    It's the same bejeweled capx but modified...

  • Adding some Screenshots of the game, currently on version 1.2

  • Hi Guys,

    I have created this runner/3-Match puzzle hybrid called "Dream Holder".

    Currently is only on Windows 8 Store:

    http://apps.microsoft.com/windows/app/dream-holder/f81dea75-dc77-4f3c-9d85-513a708224c9" rel="nofollow

    In this first release, I am only showing the "infinite mode", and more features are still to come.

    Basically, you have to create 3-matches to perform the actions on the runner. Those actions are only triggered when the character is on collision with the different obstacles.

    Bugs Fixed in the new release (1.2.0.0):

    1. The puzzle icons on the menu have the drag and drop property enabled, so you can move them :P

    2. You can move/jump the enemies/character with the keyboard

    The new version (just released) have the following additions:

    1. Instructions provided - however, you still need to be a little intuitive on the controls and gameplay.

    2. Drag and drop is removed, added a "swipe" gesture to move the puzzle icons

    3. Integration with clay.io for Leaderboard.

    4. Better performance (specially in ARM)

    Please have a time to download it, and give feedback/suggestions

    <img src="https://dl.dropboxusercontent.com/u/40577508/DreamHolder/Screenshot1.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/40577508/DreamHolder/Screenshot2.png" border="0" />

    Thanks all,

    W.Elfo

  • The black background is set in the tiles Layer:

    dl.dropboxusercontent.com/u/40577508/screenshot.png%3Cimg src="https://dl.dropboxusercontent.com/u/40577508/screenshot.png" border="0" />

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  • Mike, If I recall correctly, you can change it on the layer properties tab.

  • I think the solution to that is on the Score.Add function... There is an event that calls this function and sends a parameter ("InstGroup.InstCnt("elimination"), which contains a value that is added to the Score...

    With that, and maybe try to find something in the event that says:

                   prepare.On "MATCH2D" transfer logic ...

    I believe that is the part when you actually look for valid matches.

  • I was able to have the desired behavior without using drag and drop...

    Basically, set up 2 global variables (on -1 as start value), to catch the UID of each chess piece touched on the swipe movement.

    On the "Input" group, instead of "on touched chess" event, substitute for:

    On any touch start > set variable1 to chess.uid

    on any touch end > set variable2 to chess.uid

                       main:request

    Then, on the SELECT_2 state:

    on "SELECT_2" transfer logic > main:set chess1_uid to variable1

                                   main:set clickedchess_uid to variable2

    And finally, whenever you set the main.clickedchess_uid to -1, you also need to set both global variables to -1.

  • Hey, i wonder if it's feasible to add the drag and drop behavior to the chess pieces so instead of moving the pieces by two touch, doing it in only one.

  • Just to let all of you know, that the Windows 8 plugin, specifically the "is view state snapped" condition is not working on Windows 8.1

    I have tested myself on one of my games, and also tried some others that are already on the store (made with construct 2 and using the same condition).

    Regards,

    W. Elfo

  • But, if the index is stored somewhere in memory, it must have a limit...

    Anyway, I will try to test it several times to find out if the crash is always at the same wave...

  • I have searched in the forums about this without success... Is there a limit of objects spawned?

    Said in other words, when a new object is created, each one receive a UID... What is the limit of those UID?

    My question goes because I am working on a Tower Defense Game, and while testing, it came a time (after 49 waves) that the game preview on I.E. crashed without notice.

    At first glance, it seems to me that the number of allowed UID reached the upper limit, which does not surprise me as a Tower Defense Game spawns a LOT of bullets!

    So, such a limit exists?