mattdubs's Recent Forum Activity

  • Really nice, you got mentioned on DIY Gamer

    http://diygamer.com/2010/01/promising-assemblee-games/

  • yeah it's pretty simple to say if there isn't a match, slide em back rather than just not allow for a little extra effect. these examples have been great in showing how to properly use the array inside of construct. I couldn't find a good explanation of it's implementation in construct so i had to totally guess when i first gave it a shot. This obviously would smooth out that process.

    I look forward to seeing what's been updated in the first one when I get home from work (can't install construct here )

  • Completely awesome pixel. Thanks a ton for sharing.

    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.

  • Awesome, lookin forward to it.

  • PixelRebirth is the man, beat me to posting. I did a similar exampling using what he taught me in my thread and what was written in mary jane's.

    Just went through it, I noticed you referenced an object as to where to start creation, not totally necessary if you're designing with a grid, you can just do array's current x + 32 for example and it will fill in every spot until it runs out of space. Though your method works just as easily, I don't think one way is better than the other. The tiled bg does make it more 'mobile' for editing where it lays in the layout.

    Thanks a ton for the tutorial. It's gonna help me get my 'action' puzzler finished up. Just need to figure out if an array is the right way to create my blocks since there will be a constant generation going on from the bottom.

  • Awesome pixels you got there mattdubs! And that shmup looks mighty fine!

    Thanks man. Nice to work 2D after starin at polygons all day at work.

  • Yeah I was guilty of using the MMF style too when I first started this (know what you mean, my old isometric break out game was built in that with exactly that technique).

    I'm just getting back into it this afternoon, had to take a couple days away for the girlfriend's birthday. So I haven't been able to get anything done since the last .cap was posted.

    I'll be on the lookout to see if I can tell what's wrong with the gaps and if I can fix it. Arrays and loops are my next order of business to learn in here. When and how to use them properly and efficiently.

    And I look forward to seeing what you've put together in your own engine. Good luck and thanks again.

  • <img src="http://img204.imageshack.us/img204/5898/puzzlefudgemockup00.png">

    tile sliding puzzle game that's filled from bottom.

    <img src="http://img442.imageshack.us/img442/2046/shmupmockup00.png">

    shmup done with gameboy res.

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

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

    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.

  • Thanks fellas, yeah I got a similar result at one point. couldn't make it passive.

    By picking I assume you mean the red overlapping the green at offset? also can it get the animation from from the families since one family contains multiple objects?

    Beer in Germany is no joke. I hardly remember my last trip there.

  • Yeah adding the inverted moving condition to the switching event was the first thing I tried when I saw it could be broken.

    I never want to stop the person from flipping blocks. The basic run-down is they fill from the bottom, you need to keep them from leaving from the top. There will be a meter on the left for destroyed blocks when it's full you get to move on to the next level. Will add a combo meter as well, multiplies score and if you fill it you will get bonus points.

    Took a little break to mess with the graphics, now I've been fiddling with the block destruction mechanic but my basic idea doesn't seem to work out. Tried to set it up to just kill off 2 that are matched horizontally (though in the end it will be 3 or more and both horizontal or vertical). Doesn't seem to want to compare blocks that are touching's animation frames, ends up just destroying all blocks.

    .cap file PuzzleFudge-02.cap

    Feeling like I'm running into more things I can't figure out now then things I can. But I guess that was the point of this exercise. I'm trying to go further than I need to for a platform project for the next indie game challenge with my room mate who is a very talented 3d artist.

  • Just got home to check it out, works like a charm. Thanks a ton.

    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)?

    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.

    Trying to learn to optimize this stuff.

    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.

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mattdubs

Member since 16 Oct, 2009

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