Xavier's Recent Forum Activity

  • Here's the .capx: https://dl.dropbox.com/u/1910765/problem.capx

    Basically, you destroy the blocks clicking on them, and when you do the blocks that are on top of the one you destroyed "fall" down on top of the others.

    The blocks on the left work fine because they are all the same size, but the the other 2 piles if you destroy the bigger block, the ones on top won't fall down enough because in the events I only move them +40 pixels.

    You can find that on the events where it says Blocks->Set position Self.Y+40

    So what I need is to change that Self.Y+40 to some kind of expression that finds the correct distance between the blocks on top and the checkdummy object, so even when the blocks are larger, once you destroy them, the blocks on top will position themselves correctly.

    The checkdummy object is the grey sprite that it always positions itself on top of the pile, so everytime you destroy a block, this will create a gap and the checkdummy will position itself there. I thought this could come in handy, but since I suck at math I have a really hard time with expressions, maybe you guys can think of something.

    Also, I need to do this with that one expression preferably, I don't want to have a bunch of different events depending on the size of the block.

    Of course if you know of a better way to do this let me know too. Thanks. Feel free to ask anything.

  • Is there any chance that you could post a .capx template of how this Greedy jelly (or any match 3 game) works? I want to know how to make the sprites descend to their new positions everytime the player has made a line. Thanks.

  • Thank you, I understand how it works now.

  • Hello. Using an array, what conditions should I use to check if all the values of the width are equal to 1?

    For instance, I have an array of Width: 5, and I need a condition that does something when all the 5 cells of the width contain the value 1.

    Another way it could work is if there was a way of adding up the values, so if all the values in the X of the array equal 5, then do something. That would also work for me. I would prefer this way actually. Thanks.

  • Can you add another condition? You could add "Is touching object", you can invert that one.

  • Using distance looks nice, but I would like a more dynamic explosion instead of just 2 or 3 levels of strength. For instance, if the explosion happens 1 pixel away from an object, then apply a strength of a 99, if it's 2 pixels away, strength of 98...etc. I guess we could still use the distance expression for it, but the problem is it would be reversed, the closer the explosion happens, the less potent the number would be: 1 pixel away = strength of 1, 2 pixels away = strength of 2.

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  • Any ideas on this? I'm also interested.

  • Thanks, I already knew fontsquirrel but totally forgot about it, I used to use it a lot for the font-face generator.

  • Basically I'm looking for fonts that look good on games if you happen to know any, I want to use them for titles, subtitles, scores, etc. I never seem to be able to find good ones.

    Preferably free fonts, but if it's really worth it I might consider other options. Font style doesn't matter, I could a cartoonish look for a more casual style game or a more serious font style for other types of games. Thanks.

  • I have a dual core with an old but powerful Nvidia 8800GT and the example runs at 60fps all the time. 1080p

  • I'd like to know that too since my new tablet isn't compatible either. It's not a Nexus, it's a BQ Edison released in September.

    Just to clarify, the Android Market isn't allowing me to download the app, but the debug .apk works fine. But I'd really like to be able to install it from the market to recieve updates, etc.

  • I told you, you have an action repeated, the action that creates an arrow. Just remove one of those actions: Spawn Arrow on Layer.

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Xavier

Member since 16 Dec, 2011

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