alextro's Forum Posts

  • Try adding 'for each' in system and assign it to Cannon. Also move the spawning event to the top of action.

  • Let's say picked object is overlapped by a detector. So the remain objects that were not picked will be not overlapped by any of these detector;

    system: object is overlapping detector (inverted) | do an action

    That is my first solution.

    Other method that also work is by inverted the instance variable (boolean);

    system: is picked (inverted) | do an action

  • Emulator yes, but spent only few minutes on it. Possible game to make for early small team maybe co-op type game. There is an example game in game dev tuts, which is created using Construct that allow more than 1 player. It's a Bomberman clone if you curious.

  • When you mention it I must search them in youtube first. Mario Party seems to be more suit Wii console.

    Played some Mario games title, but never finish any of those games though, don't know why.

    I prefer Mario & Luigi: Dream Team. More story with obvious objectives.

    Party game I like is Su Bomberman. Fun, simple strategy and chaotic.

    I am more puzzle & platfomer person.

  • See mine as well, I made it long time ago

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

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  • RenatoB

    Done.. you can compare mine next to ramones demo

  • One question, do the sprite need to be swapped only to their adjacent neighbor like common match 3 puzzle or they can be swapped other freely?

  • Ah I'm starting to understand what actually you want to achieve. a line group of 4 should be arrange with their own "class mates" to make a match.

    I'll try to solve this puzzle mechanism later.

  • Great if it suit your need then.

    Angle of motion.. hope it is simple to deal with, since I often using native object angle.

  • I show you how to do it on this capx below

  • Compare animation frames and set their position using loop index. To arrange them in grid fashion, you must also set the horizontal position not just the vertical.

  • Simple way to do that:

    select all the object one by one except the triangle object and set the behaviour to 'NoSave' then create save trigger event (clicked button for example)

    system | save game from slot "you_name_it" after you generate the objects

    That's will store all the triangles object that appear on stage

    To load them:

    create a trigger then add:

    system | load game from slot "you_name_it"

    tested guarantee

  • Here I edited the capx & remove the bullet behaviour

  • Funny, my first attempt was make the triangles flip. I believe it is not too difficult lo load what has been generated before by retrieve data from stored information in text format.

    Will dig into this, or you can search the topic in forum first.

  • In my experience, I'm less using UID. I prefer IID since they are update dynamically on runtime.

    Allright I made the hexa_tris generator. Try to compare it with yours.