PixelRebirth's Recent Forum Activity

  • Congrats Davio!

    Spectrum Wing really is intriguing and the best game I played of the compo. Great job!

  • Wow, so christmassy.

    The presentation of your puzzle game is done very beautifully. Good job! I would have only wished for a nicer font.

    As you mentioned the engine isn't really bulletproof, therefore it'll occassionally not recognize matched blocks properly. Still it's cool you came up with this on your own.

    My next match-3 game I'm going to make on the basis of PixelRebirth's tutorials using Array object.

    Are you going on a match 3 rampage?

    Can't wait to see more games from you!

  • Can the game be partially completed?

    To clarify: you would still have time till January 10th to complete your entry. However you'll have to sign up for this compo until December 1st. There's no joining in late during the runtime of the competition itself.

    My friend and I are working on a game with, GASP, zombies (originality at its finest). There's probably going to be some decay in intelligence, too... though I'm not sure if that in and of itself with validate this game for the contest.

    ANYWAY, as soon as we get some art assets, and confirm with him as to whether I can enter us in (this is, after all, a group effort), I'll start a thread.

    You can almost assuredly count me in.

    ... Almost.

    Sounds like fun! Would be great if you joined the compo!

  • It appears I was a little bit too forward with my reboot of this. As it turns out it doesn't appear to be as much of an advantage to do everything with the values inside the array as I had hoped (or the way I tried it wasn't adequate). Because I had still to move the visual blocks on top of that, which kind of ended up in being double the work. That's why I didn't go through with it after all. Never change a winning team I guess.

    Anyway, I finally uploaded the third part. Now there's all the info needed to create a basic puzzle game, although it's by far the crudest one of the examples regarding the events.

    Again all feedback is appreciated.

  • Huh, it's starting. Nice one!

    Keep 'em coming!

  • Cool, we have the first official entrant!

    Los Zombies became Urban Zombies

    I'm still not really good at this, hehe.

    You nub Newt the time ain't yet

    You can do magic in like almost 2 months

    Errmmm lol. I guess what Seagull is trying to say is that you still have time till the 10th Jan to complete your game for the competition once you entered officially. But of course you should make the thread now (until 1st Dec) and share as much info/media/wips as you like.

  • I'm SO in.

    Great to hear!

    The competition already has three more judges btw:

    Sagal

    Aeal5566

    SuperV

    Big thx goes already out to these trustworthy guys! We could still use one or two more community members in the jury, so if you can't find the time to participate, maybe you want to contribute this way.

    Also we have a few people who we can already write down as possible entrants, which is a good thing at this point. Still there's quite some time to get your stuff together and enter the compo, so spread the word!

  • No, you wouldn't lose detail. Why would it look awkward?

    Zooming et al in Construct is done before applying texture maps (sprite images) so it would look just the same.

    Oh indeed, you're right. Need to check my logic the next time.

    Still the verdict remains the same.

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  • I know this could probably lag the game at some point. Would it be a good idea to shrink everything by half and at the same time zoom the screen by half? So that when playing, it would seem as if everything is at the same size as its suppose to be.

    If you had a really big layout you'd probably need some kind of system that would create objects if they're about to be onscreen and destroy them when they're off, in order to get good performance.

    As for the shrink/zoom idea... what????

    You would lose detail by shrinking your sprites, not to mention it'll probably look awkward. Sure if you zoomed in they'd take up the same size on the screen, but that's besides the point. Don't do it.

    I still believe it would be very doable with the theory I mentioned. Creating a basic example seems like a terrible chore right now, otherwise I'd try to do it.

  • I'd say for that type of matching puzzle, in a finished version you should disable swaps that don't result in a match. Obviously it's up to the mechanics you want, but being able to move them freely takes some challenge out.

    You have a good point there. I wonder if I should include it in the third part. It wouldn't be terribly difficult to add yourself for somebody who checked out all the examples.

    Actually I'm on the verge of rebooting this whole tutorial in favor of a more array-based approach. While I was creating the first two parts I realized that, while it still worked fine, it is the same old engine I used for Crypta more than half a year ago after all, just a little pimped. So I created a new engine for my game, making much better use of the array.

    I'm uploading now a replacement for the first part of the tutorial. Let me know what you think. Array all the way or rather the third part of the original examples or both?

  • How unexpected. Have to check this out asap! Some good fixes there, thx devs!

  • I'm just answering this because noone else seems to. My knowledge of the binary object is pretty limited. Though I did briefly try to use it. Trying to read anything from it seems to result in a Construct crash (Read byte, Read string, Read float...), which lead me to believe that the binary object is indeed broken.

    Anyone can confirm or deny?

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PixelRebirth

Member since 26 Mar, 2008

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