Bejeweled (Plugins demo)

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Post » Wed Oct 30, 2013 7:00 pm

[QUOTE=welfo] 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.[/QUOTE]

Thanks for the tip. I was thinking maybe it would go in MATCH3, but you might be right there. I'll keep trying.

MATCH2D (to me) looks like it's supposed to be detecting whether or not matches exist, but it doesn't seem to do anything when you run out of moves, so I could be wrong. I'm very new to all this.
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Post » Wed Oct 30, 2013 9:20 pm

@welfo

Thanks, that's the ONE place I didn't look. Hehe.

-Mike
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MIKE ASCHENBRENNER | RCMADIAX
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Post » Thu Oct 31, 2013 2:43 pm

welfo

do u have a capx on this touch swipe action of yours ?

thanks

Danistavang2013-11-01 16:31:30
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Post » Mon Nov 04, 2013 11:08 pm

@rexrainbow - would you be able to help with some questions I have on some of your plugins? I would be happy to pay you for your time.
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Post » Sat Nov 09, 2013 11:03 pm

@rexrainbow

Great Project! If I wanted to have less or more than 6 blocks am I able to just add or subtract from the animation on the block sprite? Also, have you or anyone else figured out how to have the game check for being out of moves? Thanks again for this great project and I look forward to your response.

Michael
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MIKE ASCHENBRENNER | RCMADIAX
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Post » Mon Nov 11, 2013 5:14 am

@Nutzaboutpoker -

You can put however many frames you want...you would probably just want to adjust the Board and SquareTx settings

The game is supposed to check when you are out of moves and reset the board, but the plugin is apparently broken. Also, a few of the matcher patterns (see MATCH2D) are incorrect. A colleague of mine tried to fix it, but has had limited success.
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Post » Sat Nov 16, 2013 4:29 am

Hey Dan, sorry for the late reply...

Check the capx:
https://skydrive.live.com/redir?resid=7FC3CAEBA9135D91!2072&authkey=!AHhrbHecTeqvNVc

It's the same bejeweled capx but modified...
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Post » Sun Dec 01, 2013 4:09 pm


great thanks

Dan
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Post » Wed Dec 11, 2013 7:31 pm

Hello guys! I'm trying to make a combo system that is based on the number of blocks and color destroyed by the player. I can deal with the numbers but I don't know how to get the blocks colors. Do you guys have any idea how to do it?
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Post » Thu Dec 12, 2013 4:22 am

@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.
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