Posted By
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Message
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Road Kill 1987
Registered 29/07/2009
Points 134
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18th September, 2011 at 16:14:27 -
Hi guys, long time since I've been here, can't remember when I last posted on here.
Anyway with that out of the way, Does anyone know of any good tutorials on how to make a game similar to Super Collapse or a jewel game like Bejeweled, I'm currently trying to work on a game for my brother in law for his website but I'm struggling to grasp a way of getting the game to know whether there are two or more blocks of the same types next to each other.
As soon as I can grasp this I'd most likely be able to do the game but as I am now I can't and I wish I could just get on and make something.
If anyone have any old engines that are available and they are happy to allow me to use it I'd be grateful.
Any tips will be gratefully appreciated too.
Xbox live Gamertag: Road Kill 1987
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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18th September, 2011 at 20:45:58 -
I made one a while back.
I worked by making an invisible object on the sides of the block the user clicked on and if they match in color it performs the same check on that one, and so on.
http://jsoftgames.com/arcade.php?subaction=showfull&id=1245730619&archive=&start_from=&ucat=5&
n/a
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Road Kill 1987
Registered 29/07/2009
Points 134
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18th September, 2011 at 21:34:38 -
Hi UrbanMonk,
Great game that is but how did you get the blocks to shift up, did you use arrays?
I'm trying to get them to drop but they keep bouncing up and down and don't stay in place. Anothor thing that I don't understand on how to get the detectors to stay with the created objects as last time I tried they just keep popping all over the place.
Basicly it looks a mess. lol
EDIT:
I just had a brainwave, do you lay the detectors like a grid, not creating them with the blocks, if that is how you done that, I can't believe I never thought of that before now.
EDIT 2: LOL
And did you just shift all blocks up simply by shifting them all by changing the Y coordinates.
Edited by Road Kill 1987
Xbox live Gamertag: Road Kill 1987
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Road Kill 1987
Registered 29/07/2009
Points 134
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18th September, 2011 at 22:48:50 -
Right, I've figured out getting the gems to spawn and the movement but I think I'm doing it wrong when it comes to destroying the gems as it destroys all the objects of the same colour,
I can post the sources if you wouldn't mind but bare in mind I only started this today really.
Actually I'll try post it anyway, give me ten minutes and I'll post the link.
That's if I figure out how. lol
Edit 2:
Link never worked, Time to try again.
Edit 3:
Here is a Mediafire Link:
http://www.mediafire.com/?01v15qlyx5uy5ga
Edited by Road Kill 1987
Xbox live Gamertag: Road Kill 1987
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Road Kill 1987
Registered 29/07/2009
Points 134
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19th September, 2011 at 17:45:13 -
Like I said I hate doing this but I'm gonna triple post. GASP!!
I've been working on this now for a bit but I'm stuck, The more I do the more it messes up, would someone take a look at the upto date sources for me, I've labeled the frames accordingly...
Link as follows:
http://www.mediafire.com/?fszmud1ubcwk1e8
Xbox live Gamertag: Road Kill 1987
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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19th September, 2011 at 20:42:43 -
I also remember a pretty awesome example and open source file that Kisguri made available. It's on Klikdisc, but you can play the example game here:
http://create-games.com/download.asp?id=7867
n/a
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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20th September, 2011 at 06:23:50 -
Originally Posted by Road Kill 1987 Great game that is but how did you get the blocks to shift up, did you use arrays?
Easy, I used the detector method again.
I made a really long detector that touches all the blocks above a block that disappears and it tells the blocks it overlaps to fall 32 pixels.
n/a
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Road Kill 1987
Registered 29/07/2009
Points 134
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20th September, 2011 at 08:56:48 -
I'll see if I can pick it up once I got the money.
Xbox live Gamertag: Road Kill 1987
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Road Kill 1987
Registered 29/07/2009
Points 134
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20th September, 2011 at 14:59:08 -
I think I understand what your saying Urban Monk but it's getting the blocks to go up without glitching, if you play the recent source you'll see what I mean.
Do you delay the appearing blocks by a second or some similar?
Xbox live Gamertag: Road Kill 1987
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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20th September, 2011 at 19:31:52 -
Each block needs to store the amount they need to shift in an alterable variable.
I could quickly make you an example from scratch if I didn't have so much school work.
n/a
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Road Kill 1987
Registered 29/07/2009
Points 134
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21st September, 2011 at 00:20:27 -
OK, not sure what you mean but I am trying again with the events at it was a shambles, couldn't figure what was what, I really should learn to comment and group events.
That's what I've started to do, looks so much neater and alot easier to figure out what needs doing.
So far I'm working on the system that randomly selects the blocks from which is then generated at the botton of the play-field and each spawner ( I'm calling the actives that create the coloured blocks that ) has a counter assigned to it, that way I'm getting visual feedback from the program of what block should be spawning, if the wrong block spawns then I just check the code. Simples. lol
The only issue that keeps arising is how do I get only the blocks with two or more next to them to destroy.
I never was great with maths. lol
Xbox live Gamertag: Road Kill 1987
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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21st September, 2011 at 05:12:11 -
Here's the source of Smart Klik with all the unneeded stuff stripped out.
It doesn't have any comments, but it isn't too complicated anyhow.
Hope you get something out of it.
http://jfile.us/19a415d
n/a
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