PixelRebirth's Recent Forum Activity

  • Wow man, you're really puttin in a lot of work helpin me out.

    quote]

    But again, that's a ton for all your help. This community has some really great members.

    Yeppa, this community rocks!

    And this thread gave me back a lot of motivation to finally get started working on a new version of Crypta again, so I kind of have to thank you as well.

    I think getting what you did. I haven't had a chance to really go through it heavily. Are the toggled (strike out) events not necessary? I'm really going to have to get into it more before I know if I have any more serious questions.

    Toggled events/conditions/actions are mostly still in there because I wanted to test something. I guess you can ignore them. I hope it'll be helpful to you once you had a closer look.

    Arkedo released a game today that's very VERY similar to the direction I wanted to go with this. I suggest if you have Xbox Live, check it out. SWAP! on the indie games.

    No Xbox here, unfortunately. And don't let that demotivate you!

  • Okay, I'm kind of sober again.

    First of all let me admit that I used some kind of detector setup (dummy sprites)for Crypta and a loop which would place them horizontally and vertically from each block that needed to be checked. This principle was also used to build the playfield at the beginning in a way so there would not be 3 blocks in order.

    I'm planning on doing it smarter for the next incarnation of my puzzle game. I had some ideas involving an array and other stuff. Although I'm not sure yet which would be the smartest way.

    I tried to get something done in your cap. As I set it up right now, it's only checking for blocks you swapped or rather the row and both columns of those blocks. If there are 3 or more matched, their opacity will be set to 50% for now, so you can see properly that it actually works (press K to reset opacity). I'm using For Each ordered loops and some Globals for this and I guess it should be commented. Tell me if it's too confusing.

    This (or something like this) should now be set up in a way that it checks for any block that moved, not only the swapped ones, and of course it needs to be applied to the creation of the playfield as well.

    Maybe I'll do it properly with more time on my hands. Some stuff needs to be optimized too like the unnecessary double-check of the row.

    Okaaaaaaay, well, that's it for now.

    The cap.

  • 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!!!

  • 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.

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  • 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.

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PixelRebirth

Member since 26 Mar, 2008

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