welfo's Recent Forum Activity

  • Added Link to Google Play Store.

    Updated Post Name to reflect this.

  • Android version!

    play.google.com/store/apps/details

    And also, I am planning to add a vertical layout of the game for mobiles, as the horizontal layout seems to be too small, and the blocks are hard to "swipe".

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  • rockmegax quite easy, you can use the Animation Frame of each block, or use Instance Variable for the color, setting it at the creation of each Block.

  • And now, also on Windows Phone 8!!

    windowsphone.com/s

  • Hey Dan, sorry for the late reply...

    Check the capx:

    skydrive.live.com/redir

    It's the same bejeweled capx but modified...

  • Adding some Screenshots of the game, currently on version 1.2

  • Hi Guys,

    I have created this runner/3-Match puzzle hybrid called "Dream Holder".

    Currently is only on Windows 8 Store:

    http://apps.microsoft.com/windows/app/dream-holder/f81dea75-dc77-4f3c-9d85-513a708224c9" rel="nofollow

    In this first release, I am only showing the "infinite mode", and more features are still to come.

    Basically, you have to create 3-matches to perform the actions on the runner. Those actions are only triggered when the character is on collision with the different obstacles.

    Bugs Fixed in the new release (1.2.0.0):

    1. The puzzle icons on the menu have the drag and drop property enabled, so you can move them :P

    2. You can move/jump the enemies/character with the keyboard

    The new version (just released) have the following additions:

    1. Instructions provided - however, you still need to be a little intuitive on the controls and gameplay.

    2. Drag and drop is removed, added a "swipe" gesture to move the puzzle icons

    3. Integration with clay.io for Leaderboard.

    4. Better performance (specially in ARM)

    Please have a time to download it, and give feedback/suggestions

    <img src="https://dl.dropboxusercontent.com/u/40577508/DreamHolder/Screenshot1.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/40577508/DreamHolder/Screenshot2.png" border="0" />

    Thanks all,

    W.Elfo

  • The black background is set in the tiles Layer:

    dl.dropboxusercontent.com/u/40577508/screenshot.png%3Cimg src="https://dl.dropboxusercontent.com/u/40577508/screenshot.png" border="0" />

  • Mike, If I recall correctly, you can change it on the layer properties tab.

  • I think the solution to that is on the Score.Add function... There is an event that calls this function and sends a parameter ("InstGroup.InstCnt("elimination"), which contains a value that is added to the Score...

    With that, and maybe try to find something in the event that says:

                   prepare.On "MATCH2D" transfer logic ...

    I believe that is the part when you actually look for valid matches.

  • I was able to have the desired behavior without using drag and drop...

    Basically, set up 2 global variables (on -1 as start value), to catch the UID of each chess piece touched on the swipe movement.

    On the "Input" group, instead of "on touched chess" event, substitute for:

    On any touch start > set variable1 to chess.uid

    on any touch end > set variable2 to chess.uid

                       main:request

    Then, on the SELECT_2 state:

    on "SELECT_2" transfer logic > main:set chess1_uid to variable1

                                   main:set clickedchess_uid to variable2

    And finally, whenever you set the main.clickedchess_uid to -1, you also need to set both global variables to -1.

  • Hey, i wonder if it's feasible to add the drag and drop behavior to the chess pieces so instead of moving the pieces by two touch, doing it in only one.

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welfo

Member since 25 Apr, 2013

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