PixelRebirth's Forum Posts

  • Two questions, is the random(4)+1 more effiecent than random(5) because it stops me from getting one number that's unused (or maybe loops around causing me to have more of one frame)?

    Actually I forgot about that. You used random(5), which will return 0, 1, 2, 3 or 4. But you have frames from 1-4. So random(4) returns 0, 1, 2, 3 obviously and +1 it's just what you need.

    And on the vertical movement, what's the purpose of making sure red isn't already moving. Seems to function the same with and with since it will always handle the horizontal movement first.

    EDIT: I found I can break it if i switch while one's falling, i can cause them to overlap and stick together. I gotta fix that.

    Actually that's what the inverted Is moving condition is meant for. So you can't break it that way.

    Well if you added it to the switching conditions too that is.

    EDIT: I just tried it briefly and realized that alone won't do. You'll have to change your switching events further. Of course it also depends on what kind of gameplay mechanics you plan for the game. Like switching possible all the time or just when no block is falling and stuff like that.

  • Thanks a ton for taking a look at that

    No problem at all. I'm glad I was able to help you out a little.

    I wish they'd drop the admin requirements for installs so I could have construct here, but that's the cost of working for DHS, even if it is as an artist.

    You work here: http://www.dhs.gov ?

    And let me know if you run into any further problems and of course share your efforts with the community.

  • I fiddled a bit around with your cap and maybe you should really go for the grid behavior + overlap at offset method. When I originally created Crypta I believe there were some problems with that behavior (it doesn't use any behavior for movement) so I created my own stuff with events.

    Anyway, here are some slight changes to your cap that make it work pretty well:

    Download

    Oh and did you create it in an older version of Construct? You'll need 0.99.42 for this I'm afraid.

  • Oh, checking for overlap of the same kind of object like you did doesn't work properly. You know about the old 2 families trick? Add 2 families to an object, then check for overlap between the two. Still I wouldn't advice you to use this overlap method here, although it might suit after all.

    You could still use the method I described. Some sort of playfield loop was my first idea, to check if there is a block at each possible field position and if there isn't, it will add 1 to the mentioned PV again. Maybe I can come up with something more intuitive when I think a moment about it.

  • Would that method work if my board isn't full?

    I don't see why it wouldn't. It should work in any case.

  • Try to make it work with a private variable. No overlaps needed here. When you destroy a sprite you add to that value for all sprites in the same column.

    For example three sprites are destroyed in a column, the above sprites would have to move three fields down. For each destroyed you add 1 to the PV for the sprites in the same column which are above the destroyed ones (compare X position for same column and check Y to see if it's above).

    Now you could have an event that runs for each sprite with a PV greater than 0 that tells the sprites to move PV * field size pixels down. That's my basic concept at least. Hope it's helpful to you.

  • You're thinking too complicated... just name your animations 0, 1, 2, 3... and so on. Then use an event that sets the animation to random(4) for example, if you have the animations mentioned 0-3.

    That will do.

  • Very good and stylish work again nowon! Give us something to play already!

  • Can't believe this idea eluded me but would the way to do it to put each color as a separate frame of animation then tell it to change all of the blocks to a random frame number on layout start and for each subsequent one created

    Indeed this is how it works. Do it with different frames or animations if needed.

  • Well, there's one Construct puzzle game I know about, since it's my own.

    You can check it out here and this is the thread.

    I guess there should be stuff in there that might interest you. There's no source I'm afraid, but I may be able to help you out with particular problems you're having.

  • has anyone posted a .cap example for online highscores? or an explanation?

    I believe there was an older thread describing how to do it with php/mysql. Without a cap example though. I did an example simply using a flatfile (and php), but didn't share the source yet. Mainly because I wanted to set it up as some sort of tutorial, but didn't come around to do so. If you're interested in a flatfile example, I could probably help you out.

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  • Just when you don't expect it there comes another awesome plugin. Can't wait to try it out Arsonide!

  • and is working too, i can load the value from the ini file, but is not working together!!! I can save a value to the ini, i can load a value from the ini but when in my game the save and load action is together is not working, it loads the value but it can not save any new value later. Is like i have the load value action under an Always event and you cant change it.

    I'd love to help you out there, but I can't say I do really follow. Maybe if you shared the cap, things would be easier.

  • Pretty awesome fx, thanks for that!

  • As promised I made a walkthrough video for the Slasher Boy demo. To help those struggling and to prove that it isn't really that hard.

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