What’s up, gamers! It’s me, Landyn Speed, back with a new guide! Now, this time we’re gonna be switching gears from Doors. cue crowd gasping sound I know, for once I will NOT be covering this Roblox game. But I found a method SO GROUND-BREAKING, that it can create ANY game based with a grid. Point in case: Minesweeper. Unless you were born in the late 90’s, early 2000’s, you probably have NO idea what I’m talking about. And I have one thing to say to that: Look it up! It is a GREAT game, which is why I’m going to recreate it for you today. This guide is going to be a bit different, though. I am NOT going to be showing you how to make the entire game. (For you all non-bookworms, that’s called a bait and switch. When one thing is presented as “bait” to the audience, and then switched for something else.) I am going to show you how to make the system that runs Minesweeper, and show you how to make one grid piece. Your map can be as big or as small as you want. Of course, El Goblino has to be present to see how my first non-Doors guide in months goes, so with all that out of the way, let’s get started!
P.S. I’ve gotten a lot of comments on previous topics asking about my naming of channels. For example: “Why do you make your channels so specific and with underscores? It seems a little tedious and annoying to make and type.” Answer: OCD. My brain basically cannot live without specific and well-organized channels. I am sorry, this is just a personal preference, you don’t have to copy my channels. Just remember which devices connect via channels.
Sincerely,
Landyn Speed
Making The System
The System: What You'll Need
1 Trigger
1 Lifecycle
1 Property
OPTIONAL:
1 End Game
1 Trigger
1 Popup
The System: Methodology
Step 1. Make a number property with player scope. Name it “Which_Mine?” Place down a lifecycle that transmits on “Generate_Mine_Level_1.” Place down a trigger that receives on “Generate_Mine_Level_1,” and copy this THICC block code.
P.S. The random integer range is completely dependent on how many grid spaces you have (for me it was 1-8 bc I had 8 spaces plus the starting space that you automatically control)
OPTIONAL: To give the player an option to end the game or reset when they step on a mine, place down a popup that opens when receiving on “Wrong_Move.” (don’t worry, the channel will make sense in the Grid Piece section.) It doesn’t matter what the header text or context text says, but use two call-to-actions, and copy these settings for the call-to-actions.
Grab the End Game device and have it end the game on the channel (you’ll NEVER guess) “End_Game.” Place down a trigger that receives on Try_Again and has this block code.
And You’re Done!
Making A Grid Piece
The Grid: What You'll Need
3 Texts Per Grid Piece
2 Triggers Per Grid Piece
The Grid: Methodology
Step 1. Place down a trigger, that is NOT visible, BUT DOES trigger on player collision. Don’t change any of the settings, but copy this block code.
Once again, the numbers are only there for each individual grid space. DO NOT use the same channel name for all grid spaces.
Step 2. Create a trigger that receives on the channel for the grid space in the If-DO section. (in my case, Wrong_Move_1) NOT THE IF-ELSE section. the IF-DO section. Have it transmit on Wrong_Move. See what I mean? I told you that the channel from last section would make sense.
Step 3. Grab 1 text block, make it a blue block like this, and set it to size 120. Have it NOT be active on game start and have is show on the IF-ELSE section. (In my case, Safe_Block_1.)
Step 4. Do the same thing for the other two blocks, but make them both activate on the If-DO channel. (In my case, Wrong_Move_1.) I like having them be a red block with a b0mb emoji on top of it, like so.
And You’re Done!
Making The B0mb Detectors
What You'll Need
1 Text Per Row Of Grid Pieces
(Wait, WHAT!? That’s ALL!?!?)
Methodology
Step 1. Place down the text, and create two pieces of block code.
P.S. The difference between the two is the channel.
P.S.S. When using more than one row of Grid Pieces, make the IF block like this.
P.S.S.S. I’m using this for my 3X3 grid slot, the number in the IF block, is completely dependent on which row it is, and how many blocks are in your row.
El Goblino Summary
Hola, amigo! When I heard that Landyn was doing something other than Doors, I had to see. And this guide is un poco loco, a little crazy! So let me help you out.
Basically, at the start of the game, the property “Which_Mine” is set to a random number between 1 and how many grid spaces you have. (In Landyn’s case, it was ocho, eight.) You start out by discovering other spaces, and when you step on the trigger of that space, it’ll test to see if you step on a mine. If the space is red, ouch! You d1e and you’re given the choice to start over or to end the game. If the space is blue, you’re safe and you don’t get blown to bits…for now. Simple as that!