iwontnamemyself's Recent Forum Activity

  • rexrainbow - I think there might have been a miscommunication somewhere. I already have the wrap create. It works with touch and gridmove. The image I posted is of a row in motion. When the touch event ends the squares will snap to the closest tile, so if the row was moved just a little further to the right, when released it would snap to the overlapped tile. The LX sets to the new locations. My question is, will matcher detect the red and blue matches during the same iteration, so I could invoke a combo score, or will matcher register them at separate times, making it impossible for a 2 color combo match?

  • rexrainbow - That would be extremely helpful, thank you!

  • rexrainbow - I'm looking to make the chess appear as if they are falling when filling in the empties on the board. (ie... when the board is initially filled and after a match is made) I've been looking at your bejeweled capx to modify your "fall" system, but it only works after a match and not when the board is being created. Do you know of a way to setup the board and have it appear is if the chess all falling into their respective positions?

  • rexrainbow - In my game, the minimum match size is going to be 4. In this image, the logical row 2 is being shifted to the right. If the squares were to be dropped in the next square, so that blue has 4 vertical matches and red has 7 clumped together. This would invoke a combo score.

    As you can see, there really isn't a target chess to focus the matcher on, so I'm not sure how to get this to work. I would love to use it though cuz I've been racking by brain to try and come up with a matching algorithm.

  • rexrainbow - Of course I need your help once again! lol I've taken some interest in this plugin, but before I delve any deeper into it I would like to know about it.

    1. What is the max amount of symbols a match can have? After reading through this board, I noticed 1 post said 5, but I don't recall it saying that what the max.

    2. Is there a way to detect if 2 different symbol sets have a match from the same swap? As you many already know from our discussions about your board plugins, I am making a game that allows an entire row to be moved and I need to be able to detect if multiple matches were made from the same "move".

    3. Will the new wrap feature of your board plugin have any affect on a match that's at the edge of the Board if there is another chess at the opposing edge that possesses the same symbol?

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  • rexrainbow - I think I've got the basics of gridmove finally and how to use it along with Touch. lol I didn't realize you had to use gridmove move to left/right/up/down. I was trying to use gridmove move to x,y when the touch end event occurrs, which is obviously wrong and has caused me to have a major headache the last 2 days. lol

    I've got the blocks to wrap finally though, but they vary in distance from each other when they are repined to one another after the wrap. I have to assume I have the pin action in the wrong spot though, so hopefully that's an easy fix. lol

    Thank you so much for all your help!!! I feel like I put you through the ringer.

  • rexrainbow - I guess I'm gonna have to mess around with gridmove for a little while cuz I haven't been able to get this to work with just Touch.

    Also, any tips or tricks on getting a variable from a single chess on a full board, without using an array?

  • Magistross - Thank you for clarifying! I was a little worried. lol

    Thanks for the help. I'll see what I can do with this example.

  • Magistross - So what you're saying is, I can't delete/insert an entire row/column? Deep down inside I knew that, but I've been in denial. Lol

    Correct me if I'm wrong, but the way I'm understanding what you're saying is I have to push/pop each item (which can only be done from the ends of the array and not at the ends of the rows and columns!!!) in order to adjust the rows and columns? I can't just insert a value at an index, which should move the remaining array down 1, then delete the old index which would move remaining back to their original place?

  • So I tried using a 2D array along with a 1D array. I've got an algorithm for the pop/push according to how many grid squares were moved. That works perfectly, but I'm still not able to put the contents back into the 2D array without the 2D array's contents going haywire.

    Am I missing something with the 2D array, or are they made so that we cannot alter a portion of them? From what I remember in college with my c++ and c# classes, arrays (1D and multi-dimensional) can be accessed and altered by index or value, so why aren't we able to do that in Contruct 2?

    I'm starting to think I need to make a 1D array for each row and column and figure out how to alter them all together. *so daunting!!!!* :S

  • rexrainbow - Upon opening the square board slg movement capx, nothing shows up on screen except a white board with a grey border.

  • rexrainbow - I'm a little confused. Are the capx and the demo suppose to be the same program? Cuz they're not. The capx link goes to the square board grid move capx, which is the one that was posted before with the player wandering through the edges. The demo however is called board move at wrap board, which looks similar to what I need, but I can't find a capx for in your dropbox anywhere.

    Also, is there a way of using the wrap without using grid_move or slg_movement? I've never used them before, so I'd prefer to use Touch and drag drop, only cuz that's what I'm familiar with.

    [edit] I just reread your last post and I answered my own question about grid_move and slg_movement. lol [/edit]

    [edit]So apparently the demo name is board move at wrap board, but the file name is square board slg movement capx. Found it! lol [/edit]

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