necromaster's Recent Forum Activity

  • Slider Sanitarium — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/slider-sanitarium-499

    <p>Note: Geomorphic Gauntlet is targeted at beginner to advanced level C2 users.</p><p>Inspired by the mobile game 2048 - the little puzzler that had you sliding tiles around on a 4 by 4 square grid? </p><p>Well, you can now build your very own sliding puzzle game with the help of the "Slider Sanitarium" template. Found within is an engine that is not reliant on any external plugins (namely Rex's Moveto Behavior). A full-fledged mini-game with two levels is also provided in the template - bound to drive your player's insane with its simplicity of gameplay and addictiveness. </p><p>Have fun!</p><p>Here are the specifics of the template:</p>

    • The objective of the game is to move the red tile to the exit tile.
    • A new tile is added every turn.
    • All tiles will slide until they hit a wall or another tile.
    • Tiles of the same color will collapse into a single tile.
    • Movement is via keyboard arrow keys.
    • Two levels included.
    • UI includes a Number-of-Moves counter and a "You Win" graphic.
    • Comments included.
    • Implemented in 93 lines of code.

    Use this topic to leave comments, ask questions and talk about Slider Sanitarium

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  • According to the latest beta version:

    WebGL shader effects can now use a 'scrollPos' vec2, which is the scroll position (in the middle of the screen) in layout co-ordinates.

    This seems to mean that other than the following parameters (samplerBack, destStart, destEnd, seconds, pixelWidth, pixelHeight, layerScale, layerAngle, and viewOrigin) that are already exposed to your shader effects, you now have an additional parameter known as scrollPos.

    This should be very useful for developing special shading effects!

    Anyone tried it out yet?

  • Please feel free to ask any questions about the template here... I shall be giving out hints, suggestions or providing simple explanations. Just ask, and I will try to get back to your queries as soon as I can.

    Thanks.

    Hint

    #1 - Do remember to check out the sprite objects since quite a number of instance variables are in play.

    #2 - The top most layer stays fixed in place because the Parallax setting is 0, 0. Hence, it's name - User Interface (or UI for short).

    #3 - For now, please note that the Missile Trail object (a 2x2 sprite) is overlapping on top of the Alien Missile sprite; to select it, use the Project Bar. We shall issue a new version later to correct this.

  • Alien Missile Bombardment — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/alien-missile-bombardment-488

    <p>Armageddon awaits players who dare take on the Alien Missile Bombardment game. </p><p>Based off the Missile Command game of yesteryear from Atari Inc, you can now develop similar games using this no frills template. Easily add in your own powerups, different enemies and weapons, achievements and more.</p><p>Here is what you will find in the Alien Missile Bombardment template:</p>

    • Defend six cities from the falling alien missiles.
    • Randomly generated alien missiles that target the player's cities.
    • Player missiles that launch and detonate where the player last selected.
    • A scrolling playing area to give players even greater challenge. Just scroll your mouse or touch move near the left/right edge.
    • A warning symbol indication for when missiles are off-screen.
    • A scoreboard area showing relevant game information.
    • Obscuring clouds that inject that extra element of excitement.
    • 78 lines of source code; functionally grouped sections and minimal comments to help reduce cost!

    Use this topic to leave comments, ask questions and talk about Alien Missile Bombardment

  • Hmm... could have sworn it reads "Chipmunk Torture Children"...

    But, noted... will look into changing the graphic slightly.

    Edit - Done! And please, no more "Torture Brother" messages...

  • Typing Torture — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/typing-torture-474

    <p>If you are looking to make a typing game, then look no further! This is the one and only template you will ever need if you are interested in making a typing game. The template comes with the following features:</p>

    • Word list read from an external XML file
    • Five levels of difficulty
    • Words will fly in from right to left; you lose if a word touches the left edge.
    • Bullet speed increases as the game progresses.
    • Scoring system.
    • Computes word-per-minute results for player
    • Self-contained (you-can-delete-it) Debug Feature; press the tilde key (~) to toggle.

    Use this topic to leave comments, ask questions and talk about Typing Torture

  • Tips on implementing the following:

    a. Prevent swapping from taking place when no valid match is found.

    b. Provide a hint to the next match.

    Suggestions for "a"

    Head over to line 129. This is the line where a check is made to see if a swap has been completed. Perform a quick match check here; you can do this by either adapting the "CheckForMatches" function at line 166 or the matching algorithm at line 7. Instead of checking the entire grid, you only need to check the swapped tiles for matches. Duplicate a similar call to line 110 to reverse the swap motion (since there is no valid match found, we have to move the tiles back to their original positions).

    Suggestions for "b"

    Adapt the "CheckForMatches" function at line 166 to store the valid match results in a new array. After X seconds has passed, randomly choose one of the entries from the array and flash the corresponding tiles to indicate a hint to the player.

    Hope that helps.

  • Don't just read the forums... try out the demo of Platform Pete at http://gameswarp.com/studio/demo/PlatformPete/

  • Platform Pete — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/platform-pete-447

    <p>Platform Pete is a typical platformer game that has you controlling a little sprightly space creature hopping around a cavern collecting stars. Avoid the ghastly rock creatures and find your way to the exit. </p><p>The thing that makes this game unique is the devious use of gravity during play. The player must take risks if he wants to collect all 4 stars hidden throughout the game.</p><p>Designing new levels is a cinch with the Platform Pete template, so why not get yourself a copy today!</p>

    Use this topic to leave comments, ask questions and talk about Platform Pete

  • Mahjong Manse — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/mahjong-manse-419

    <p>Have you always wanted to create your own Mahjong themed game, or perhaps a Shanghai game (solitaire version of Mahjong)? Well, you can now do so with Mahjong Manse, a well thought out template with only 73 lines of code. </p><p>1. Mahjong Manse is a bare-bones template for a Shanghai style solitaire game, traditional Mahjong game or variant. Currently, Shanghai levels are designed on individual layouts; there are 4 example layouts provided in the template - ly_GameBoard1, ly_GameBoard2, ly_GameBoard3, and ly_GameBoard4. The game starts up using the first layout.</p><p>2. Each game board can have a maximum of up to 7 layers, and all 144 tiles of a Mahjong set are in use. Refer to the following Wikipedia entry to take a look at a complete set of Mahjong tiles: en.wikipedia.org/wiki/Mahjong_tiles%3C/p%3E%3Cp%3E3. You design a game board by going to the Layer Bar and turning on/off Layers 1 to 7 in turn. The grid should be turned on (with X = 32 and Y = 40) to facilitate easy placement of tiles. You should place empty slots (spr_Slot) on the game board until you have placed 144 of them. You can easily debug the game and watch the array ar_TileCountPerLayer to see whether the sum of all entries in the array equals 144.</p><p>4. To obtain a 3D effect, you must adjust the Z-order of each slot (spr_Slot) manually. Alternatively, you could implement code to do this yourself - we suggest parsing the entire game grid from the upper right to bottom left corners.</p><p>IMPORTANT: Although gameplay is not implemented, you could easily implement it yourself by reading the comments and understanding how the template works. We recommend adding another instance variable to spr_Tile to indicate a tile has been chosen for matching.</p><p>For more information, download the template today... and see how to implement a Mahjong themed game, how to fool users into thinking your game is a 3D game, and look at the advanced techniques used in Mahjong Manse!</p>

    Use this topic to leave comments, ask questions and talk about Mahjong Manse

  • Version 1.0.1 was released today to rectify a minor bug. Scirra has not gotten around to approving the release yet. Expect to download it on Monday. Thanks.

    Change List -

    • Line 128 event/action added in.
    • Line 130 has a new condition added. This will prevent an illegal swap from taking place.
  • Here is some more information about this template:

    • There are altogether 266 lines in the template... so don't think that this is a tiny one.
    • The template includes two implementations for performing matching. The first one found from line 5 until line 97 relies on tile sprites employing the Platform and Solid behaviours. The second one found from line 164 onwards is a function that relies on the use of arrays to check for matching.
    • To understand the template better, some features (listed above) have deliberately been left out for the user to implement. It will do well for the user to learn the template and to implement these missing features.
    • The template currently employs 8 different 64x64 sprite images and it is very easy for a user to add more or fewer sprite images by just modifying a single variable (known as I_NUMBER_OF_SWEET_TYPES in the code).
    • If there is a demand, we may one day provide an update with the missing "Hint" and "Check for valid swap" feature.

    Thanks.

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necromaster

Member since 4 May, 2012

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