How do I create a simple game similar to simon says but simpler? Newbie user

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Fully commented source code/event sheet & sprites to create a space shooter game
  • Frankly, I don't quite understand what exactly you are trying to do. (I never played Simon Says)

    You need to post your project file and the detailed description of the issue.

  • Actually you don't need to know about Simon Says. I showed you the code I did according with your suggestion and I just need to understand what I am doing wrong.

  • I can't help you because it's important to know the order of events, how they are organized on the event sheet, and it's difficult to see when you post the code as text. At least make a screenshot.

    If I had to guess, your "Pick a random instance" condition sometimes picks an instance which has already been picked before. Try adding "Object compare variable id=0" just above "Pick random".

  • I was wrong. The problem still persists.

    I understand that you won't be able to understand what I did until you see the file and here it goes:https://www.sendspace.com/file/zq11it

  • Like I said, you needed to add "Object id=0" condition above "Pick random".

    Instead of seq variable you can use loopindex.

    And remove "Trigger once" from all events! "Trigger once" not needed there and it can only cause problems when used incorrectly, for example inside loops.

  • Thanks dop2000

    It's working.

  • Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    Could you give me a suggestion on how to display on the screen afterwards which objects the user chose, and which were the right and wrong ones, and which ones the user should have clicked on? I think that in this case I would have to compare each object generated by the system with each object clicked by the user following the right order and then display the ones that had been generated but not clicked.

    Maybe I have to use an array for this, right?

  • Array is not needed. You can do all that with instance variables. Say, set a variable isClicked to 1 when player clicks the circle. Then you'll be able to pick all circles with isClicked=1 to display them.

    Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    You are starting the timer for 2.5+object.id*1.5 seconds. So for the first instance it will trigger in 4 seconds, for the second in 5.5 and so on.

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  • Thanks for the suggestion.

    Is it possible to reduce this time to start the sequence, but keep the same time as the display interval for the other circles?

  • Have you tried changing the values in that formula?

    2.5 seconds + object.id*1.5 seconds

  • Yes, but then it also changes the interval between the others

  • Just reduce or remove 2.5s

    The interval between circles will remain 1.5s

  • Thanks

    What indicates both the start time and the interval time is the second value. if instead of using 2.5 seconds + object.id*1.5 seconds you use object.id*4, it's the same thing, right?

  • It's an elementary school level math..

    A+B*id

    If you want the make the initial delay shorter, change A.

    If you want to make the delay between instances shorter, change B.

  • I'm having trouble keeping track of the hits the user has had during sequence playback. This is the code I'm using:

    + System: Pick all object

    + object: Is clicked

    + object: id = object.seq

    ----+ System: level = 1

    -----> System: Set rights1 to object.PickedCount

    ----+ System: level = 2

    -----> System: Set rights2 to object.PickedCount

    ----+ System: level = 3

    -----> System: Set rights3 to object.PickedCount

    + System: Trigger once

    -> System: Set countUserSeq to 0

    -> System: Set userSeq to ""

    -> System: Wait 2 seconds

    -> Text3: Set text to ""

    -> Functions: Call nextLevel

    -> [DISABLED] Text2: Set text to "Hello"

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