wilfryed's Forum Posts

  • Maybe I need to explain that I don't create these Srite, but they are spawned.

    So, it's possible to pick these spawned sprites?

  • Hi!

    I come back with my tetris-like (remember), now I got a problem with instances.

    I create some sprites, then when four sprites are create I want destroy them. So I do that:

    system - pick Sprite instance 0 : destroy Sprite
    system - pick Sprite instance 1 : destroy Sprite
    system - pick Sprite instance 2 : destroy Sprite
    system - pick Sprite instance 3 : destroy Sprite

    Only one sprite was destroy, instance 0, even if that was the fourth sprite.

    I've read some topics about instances on the forum, but well I've to admit that I don't understand the problem.

    Here a .capx:

    test-instances.capx

  • Ahah awesome, I really love the sprites, the gameplay was really cool too!

    Yeah the first level was frustrating, but then you walk trough the end of the level and you understand and you smile.

    Not slow on Chrome + Win7.

    No bugs (actually).

    Good job!

  • I can't play NEON, can't click on play, only credits works.

    I use the latest version of Chrome.

  • Yup!

    Some bugs:

    If you press E to open a lot of time the doors overlapse the blocks, same with close button.

    Some problems with collision between the hero and the blocks.

    But you got a good idea, nice!

  • And tadam!

    Everything works, finally just few events for doing that.

    Here is the file, hope that can help.

    tetris-like.capx

    Merci Yann!

    Press the spacebar to accelerate the fall of a sprite.

    And now I can continue this tetris-like in a good way.

  • Hi all and thank you for your response.

    I must admit that I'm lazy, that's why I use PlatformBehavior, but with the worries that implies I give up this idea.

    With Ashley's explanations I realize it's not a good solution to base a simple game as Tetris on a complex system.

    I realize that making a stepped movement way is a better solution, a better start.

    Starting from scratch sometimes saves time ... I just lost more time trying to make the PlatformBehaviours set up my ideas than I will have wasted trying from scratch.

    Anyways, I'll post the final solution here, as it benefits everyone, although Yann gives me the solution on a plate!

  • Why you don't try to solve your errors? Post here, someone can help you!

  • I got the hotspot on the bottom-left.

    Turnng on pixel rounding works great to not have white padding when I try with 31.9px width/height, but not solve the problem of overlaping when I move on the left or right..

  • I'm sure we should keep a round number to the width and height of the sprite, to not have a white padding between the sprite.

    (Btw I guess it's strange that we can set up something like 31.9 on the main panel, and can't do that when we edit the animation.)

    With the solution of reduce the collision mask I can resolve my main problem, but if I press left or right when the sprite who falls is near another sprite, then he can overlaps that sprite. I don't want that! Furthermore that causes some strange bugs:

    <img src="http://dl.dropbox.com/u/44390929/Sans%20ere1.png" border="0" />

  • But now I've a problem with horizontal movement, because of the fact I reduce the width of the mask. :/

  • Well, I've change the collision mask in this way:

    <img src="http://dl.dropbox.com/u/44390929/dfdf.png" border="0" />

    And now that works!

  • I can't change the width/height to 31.9 ... we're talking about pixel here!

    I guess it's because of collision mask, nope?

  • Hi!

    I try to make a tetris-like, but I've a problem, here's a picture:

    <img src="http://dl.dropbox.com/u/44390929/tetris.png" border="0">

    The sprites, with a 32px width, come into collision, despite the fact that they move by 32px on the X axis. So I don't know why they collide!

    Here a .capx of my test:

    test.capx

    Perhaps this is due to the platform behaviour?

    What do you think?

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  • Yup, I guess it's because of the fact I enable secure browsing on my FB account, then you need SSL on your host ... btw in my case I don't care, because I can play/test your game here, but I'm not sure a lot of ppl can play your game on FB!