alextro's Recent Forum Activity

  • Thanks for your kind words. Currently I am building my own astar system that will be applied for second part of tutorial. Nice to know someone is in the same direction.

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  • Something between Front Mission and Frozen Synapse maybe?

    Sort of turn based strategy with synchronous action during the gameplay.

  • Here a reference for your trouble:

    You just need to remove 'pick random spawner'.

  • In events sheet, right? Block or select them one by one (hold ctrl/shift) then right click and choose replace object.

  • Try exporting your file using NW.js and see if that make a huge different.

  • Great to hear this thread still alive therefore the continuation project of yours, Ethan.

    I'm preparing a tutorial that will cover ranged movement and blocking. But that will be a story for another time.

    This is what I came up with:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    Your effort is far beyond mine and you really show that. Salute

  • That's would be pretty straight. You just need to set the condition that create 20 tiles on start of layout then put them into a middle of layout screen.

    https://dl.dropboxusercontent.com/u/659 ... tiles.capx

  • I have an issue submitting an attachment, so take a look screenshot below.

    Here you go:

    Just add < RoomTile | spawn sensor > in first event and duplicate the RoomTiles in layout as much as you needed

  • ffman22

    Love that mini lava boss. He seems has some threats to encounter!

  • Logitech gamepad f310 works well in my test.

  • You got me then. Here is a good reading for another matching system:

    http://gamedevelopment.tutsplus.com/tut ... edev-11759

    By the way nice recommendation source you gave me. Thank you for pointing that, since I'm collecting pathfinding articles to build my own astar system.

    My sample for basic flood-fill (non diagonal picking):

  • Oops.. you even don't need 'For each sensor', please disable it.

    When initial "Sprite" overlap with a "Tiles", it will trigger the corresponding Tiles to spawn a sensor that checks whether there is any overlapping Tiles within 4 directions at the edge (half width of Tiles). Each Tiles that overlapped by the sensor get the frame into a green color. Then instance variable "flowing" activated thus trigger chain reaction system that spawning another sensors for linked Tiles altogether. When the initial Sprite lost a connection to a Tiles, previous sensors destroyed completely and system reset.

    For spawn-wait-destroy part, is an experimental event I came up with when creating puzzle games. Usually puzzle-matching games rely on flood-fill mechanic. Just what newt said we can do it using an array to perform flood-fill. Alternatively we can also using direct overlapping test.

    Trust me I'm an expert over this subject

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alextro

Member since 22 Feb, 2012

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