Bejeweled (Plugins demo)

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Post » Mon Oct 28, 2013 5:15 pm

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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Post » Mon Oct 28, 2013 10:36 pm

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.
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Post » Tue Oct 29, 2013 2:17 pm

Great Job! Just to be clear, you are giving us permission to use this any way possible without compensation correct? If we use this commercially, would you like to be credited for the plugin tech?

-Mike
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MIKE ASCHENBRENNER | RCMADIAX
Twitter/Instagram/Vine: @RCMADIAX
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Post » Tue Oct 29, 2013 9:12 pm

Nice work, Welfo. I wondered how that would function. I'll personally probably stick with clicking this time around.

Has anyone been able to figure out how to generate a power-up type of chess object? For instance, match 3 of a certain item or a certain pattern and generate a chess that will clear the board of any other chess it's swapped with (just like Bejweled).
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Post » Tue Oct 29, 2013 11:20 pm

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.
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Post » Wed Oct 30, 2013 12:31 am

I'm sure you have all figured this out by now, but you can add sounds effects to trigger when blocks leave the board:



-Mike

EDIT: https://www.dropbox.com/s/beijf89bhw50c3b/capx_1.PNG if the image doesn't show.
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MIKE ASCHENBRENNER | RCMADIAX
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Post » Wed Oct 30, 2013 1:12 am

@rexrainbow

Is there a way to change the background color without adding a sprite? I searched everywhere and I can't find where you set it to black..

Thanks in advance

-Mike
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MIKE ASCHENBRENNER | RCMADIAX
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Post » Wed Oct 30, 2013 2:10 am

Mike, If I recall correctly, you can change it on the layer properties tab.
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Post » Wed Oct 30, 2013 2:16 am

@welfo

Doesn't seem to by that option that I can see, one of the first places I looked.

-Mike
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MIKE ASCHENBRENNER | RCMADIAX
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Post » Wed Oct 30, 2013 2:48 am

The black background is set in the tiles Layer:



https://dl.dropboxusercontent.com/u/40577508/screenshot.png
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