Slider Puzzle Template for sale

UtopianGamesUtopianGames Member Posts: 5,692
edited November -1 in Working with GS (Mac)


I have been working on this for the last couple of days to use in one of my upcoming games.

It's very easy to make the images bigger or have a bigger grid, say 4x4 or 5x5 and also make the pieces slide.

If you are interested email toyboxuk[at]hotmail.com

I'm asking $100 for the project on a none exclusive basis (you don't own the rights to it).

All i ask if you buy is not to re-sell.

Payment via paypal only.

Darren.

Comments

  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    I made such a thing myself a few months ago.

    I stopped, because I needed to rotate the pieces and watch, which side is connected with wich side.

    It worked halfway with the connections, but not 100% so I gave up. Maybe some day I will restart.

    I don't think, you will have luck and sell such simple templates for money. But who knows.
    I know, I make my templates myself, because I can :-P
  • UtopianGamesUtopianGames Member Posts: 5,692
    For the project you gave up on.....couldn't you just keep track of what angle the actor is (0, 90, 180, 270) and change a variable to true if it's at the correct angle?

    Darren.
  • UtopianGamesUtopianGames Member Posts: 5,692
    In reply to the emails....

    Yes you can have any sized grid 10x8 6x6 it only depends on the size of your art for the tiles.

    Yes you can use the code for iPad.

    Darren.
  • HunnenkoenigHunnenkoenig Member Posts: 1,173
    Unfortunately I couldn't just watch the angle, because I had to watch all four sides for every actor.

    It should have been a pipe game. You know, where you rotate pipes to let water flow, but I wanted the pipes also being movable, like in your puzzle.

    I couldn't manage to get the connections 100 percent. Mostly it worked, but sometimes it didn't and I couldn't explain, why it's sometimes not working.

    Maybe later I will try it again.

    The problem was probably, that for the empty squares I spawned always the same actor and gave them a unique ID. If I would have made as many actors as the level needs, probably it would have worked, I don't know.
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