PixelRebirth's Recent Forum Activity

  • I got it destroy two matched tiles when you swap them... Other then that I have no idea. I would really like to know this as well!

    But I will NEVER tell!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Just joking. But you're getting into a little more complicated territory here. So all I can say right now is watch your picking. It's all way too simple and wrong right now.

    Sorry for the short and pretty unhelpful message, but I'm drunk and sleepy right now. I will post something better soon, promise. Have a good night and don't drink too much beer in Germany.

  • Are there any other fonts than Arial? And can I add my own?

    If you're talking about bitmap fonts you need to get lucid's SpriteFont plugin.

  • This game looks amazing indeed.

    Which is why such news sadden me:

    http://www.joystiq.com/2009/10/22/muramasa-publisher-uk-retailers-avoiding-original-ip/

  • germany 1? let's raise the number

    What? No way tulamide, there can only be one!!!

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  • Two questions, is the random(4)+1 more effiecent than random(5) because it stops me from getting one number that's unused (or maybe loops around causing me to have more of one frame)?

    Actually I forgot about that. You used random(5), which will return 0, 1, 2, 3 or 4. But you have frames from 1-4. So random(4) returns 0, 1, 2, 3 obviously and +1 it's just what you need.

    And on the vertical movement, what's the purpose of making sure red isn't already moving. Seems to function the same with and with since it will always handle the horizontal movement first.

    EDIT: I found I can break it if i switch while one's falling, i can cause them to overlap and stick together. I gotta fix that.

    Actually that's what the inverted Is moving condition is meant for. So you can't break it that way.

    Well if you added it to the switching conditions too that is.

    EDIT: I just tried it briefly and realized that alone won't do. You'll have to change your switching events further. Of course it also depends on what kind of gameplay mechanics you plan for the game. Like switching possible all the time or just when no block is falling and stuff like that.

  • Thanks a ton for taking a look at that

    No problem at all. I'm glad I was able to help you out a little.

    I wish they'd drop the admin requirements for installs so I could have construct here, but that's the cost of working for DHS, even if it is as an artist.

    You work here: http://www.dhs.gov ?

    And let me know if you run into any further problems and of course share your efforts with the community.

  • I fiddled a bit around with your cap and maybe you should really go for the grid behavior + overlap at offset method. When I originally created Crypta I believe there were some problems with that behavior (it doesn't use any behavior for movement) so I created my own stuff with events.

    Anyway, here are some slight changes to your cap that make it work pretty well:

    Download

    Oh and did you create it in an older version of Construct? You'll need 0.99.42 for this I'm afraid.

  • Oh, checking for overlap of the same kind of object like you did doesn't work properly. You know about the old 2 families trick? Add 2 families to an object, then check for overlap between the two. Still I wouldn't advice you to use this overlap method here, although it might suit after all.

    You could still use the method I described. Some sort of playfield loop was my first idea, to check if there is a block at each possible field position and if there isn't, it will add 1 to the mentioned PV again. Maybe I can come up with something more intuitive when I think a moment about it.

  • Would that method work if my board isn't full?

    I don't see why it wouldn't. It should work in any case.

  • Try to make it work with a private variable. No overlaps needed here. When you destroy a sprite you add to that value for all sprites in the same column.

    For example three sprites are destroyed in a column, the above sprites would have to move three fields down. For each destroyed you add 1 to the PV for the sprites in the same column which are above the destroyed ones (compare X position for same column and check Y to see if it's above).

    Now you could have an event that runs for each sprite with a PV greater than 0 that tells the sprites to move PV * field size pixels down. That's my basic concept at least. Hope it's helpful to you.

  • You're thinking too complicated... just name your animations 0, 1, 2, 3... and so on. Then use an event that sets the animation to random(4) for example, if you have the animations mentioned 0-3.

    That will do.

  • Very good and stylish work again nowon! Give us something to play already!

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PixelRebirth

Member since 26 Mar, 2008

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