mMrPlutonium.zip and MrPlutonium_0.2_HTML.zip these updated files are both HTML versions...
soyer_dev
Creator of
Recent community posts
thanks, this is just a prototype.
First, the game itself has states, e.g. Intro where the blocks fall down in a cascade,
for the cascading effect I use a for loop and a slight delay - here I create blocks that start falling with this delay
for(var i = 0; i < 8; i++) {
for(var j = 0; j < 8; j++) {
var delay = (i + j) * 3;
however, in the game outside the intro, the blocks just fall normally, without this cascading like in the intro.
var all_in_place = true;
for(var i = 0; i < 8; i++) {
for(var j = 0; j < 8; j++) {
if(instance_exists(game_brick[i,j])) {
if(game_brick[i,j].falling || game_brick[i,j].fall_delay > 0) {
all_in_place = false;
break;
}
}
}
if(!all_in_place) break;
}
if(all_in_place) {
game_state = GAMESTATE.PLAYING;
last_superpower_time = current_time;
}
exit;
}
Here the variable fall_delay is related to another problem that this variable solves, but it would take a lot of explaining.
for now i'm using a game controller and a brick object, but i'll change it to strucks soon to have only 1 controlling object. I use ds_stack, ds_lists and ds_grids.
Why there is the same transition like here: https://bejotah.itch.io/key-escape-mini???