chrisbrobs's Forum Posts

  • A few 'Pirate' theme 3d Models.

    3d tropical tree

    2 skeletons

    2 wooden treasure chest's

    <img src="http://dl.dropbox.com/u/22173473/pirate.png" border="0">

    pirate

  • Ive used the edit box in a couple of games i have created, mainly to save player and level names.

    Hers a sample of the events i used:

    + SB_SAVE: Button clicked

    + System: Is global variable 'EXPORTAS' Equal to "Save"

       -> EB_SAVEASBOX: Enable

       -> EB_SAVEASBOX: Focus on

    -> System: Set global variable 'EXPORTAS' to "Name ?"

    -> SB_SAVE: Set text to global('EXPORTAS')

    + SB_SAVE: Button clicked

    + System: Is global variable 'EXPORTAS' Equal to "OK ?"

    + System: For each Red ordered by Red('number') Ascending

    -> INI: Write string Red('id') to item Red('number') in group EB_SAVEASBOX.Text

    • > EB_SAVEASBOX: Focus off

    + SB_SAVE: Button clicked

    + System: Is global variable 'EXPORTAS' Equal to "OK ?"

    -> System: Set global variable 'EXPORTAS' to "Save"

    -> SB_SAVE: Set text to global('EXPORTAS')

    -> INI: Write value global('speed') to item 33 in group EB_SAVEASBOX.Text

    -> System: Create object REDTICK on layer 2 at (0, 0) from SB_SAVE 's pivot point

    -> EB_SAVEASBOX: Disable

    -> LB_IMPORT: Add line EB_SAVEASBOX.Text

    -> SB_MYSAVES: Set 'id' to EB_SAVEASBOX.Text

    (ive indented the events relating to the edit box to make it easier to read)

    Hope this helps.

    i'm assuming this is the same thing your talking about? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Latest version of the Match3 game maker.10/07/11

    'Import your own images'

    1, This version lets you import images or photos for the background and individual blocks or frames.

    2, The finished game is saved using whatever name you choose.

    <img src="http://dl.dropbox.com/u/22173473/match3%20v2.png" border="0">

    Its still only a test thing.

    Match3 v2

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  • There is a 'mesh editing' tool that comes with Construct.

    Go to the installation files / Tools folder....Check the PDF too!

  • There's "get token count" (NumTokens) expression. Use it to determine last index.

    Ex:

    GetToken(<string>, NumTokens(<string>, "\"), "\")

    Thanks, it works.

    For:

    C:\Documents and Settings\brobs\My Documents\Construct1games\PHOTO.png

       + MouseKeyboard: On key Enter pressed

       -> Text2: Set text to GetToken(text1.Text, NumTokens(text1.Text, "\"), "\")

    Gives: PHOTO.png

  • for the same drive you can use "/Photo.jpg" or "\Photo.jpg"

    I don't understand what you mean?

    Sorry if im missing something obvious.<img src="smileys/smiley5.gif" border="0" align="middle" />

    Were would it fit in the following:

    GetToken(string, N [, delimiter])

    Returns the Nth token in string using delimiter. The default delimiter is comma (,) if you do not specify your

    own. Examples: GetToken("a,b,c", 2) gives "b", GetToken("one|two|three|four", 2, "|") gives "two"

  • How do i use 'Get token' to retrieve or isolate the end part of the following sentence -

    C:\Documents and Settings\brobs\My Documents\My Pictures\Photo.png

    So basically, i want (Photo.png)

    I need a way that works regardless the length...for example :

    C:\Documents and Settings\Photo.png   .....or

    C:\My Documents \Photo.png

    I know how to do when filling a list box,(using file object) but i can't

    work out this way.

    Thanks in advance.

  • Awesome   <img src="smileys/smiley20.gif" border="0" align="middle">. I have a question, can you please explain how the distort map works? especially the loops and also the sin and cos parts. Thanks in advance . <img src="smileys/smiley1.gif" border="0" align="middle">

    I,m not sure myself ! I basically downloaded the following example -

    Mesh Distort By David

    link

    and just experimented with the various settings.

    You can also use 'Search' to find various guides (type in Mesh distort)

  • Here's a couple of easy to make animation effects using distort maps.

    <img src="http://dl.dropbox.com/u/22173473/firefishdistort.png" border="0">

    1, flames / fire :FireDistort

    2, fish under water:FishDistort

  • Hi can we get the cap file to your match 3 test game maker? I'd like to learn from your code. Thanks

    The logic and events are based on PixelRebirth's tutorials:

    A basic puzzle example

    PixelRebirth link

  • Same answer as zeno98:

    Zack0Wack0's Construct 2 Plugins

    Im not 100% sure how it works, but i tried the following and it seemed to work :

    1, start game, press 's' to save score. close game.

    2, when i returned to the game the second time and pressed 'r' to retrieve and it loaded '25' for the score.

    <img src="http://dl.dropbox.com/u/22173473/storage.png" border="0" />

    i might be doing something wrong, not sure.

  • Had a look at your cap and when it starts the following error pops up:

    Resource file error -wav samples not found.(12 sounds)

    The cap actually runs, but with the missing sounds you can't really test it.

    Looking at the events, it looks like there's loads of sounds being activated / loaded to play on channel 2.

    Here's a list of them:

    + MouseKeyboard: On key Space pressed

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Load resource "imphenzia_soundtrack_laser36.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    + Hero: Value 'Health' Less or equal 0

    -> Hero: Destroy

    -> RESET: Make Visible

    -> XAudio2: Load resource "gameover.wav" to channel 1 (No loop)

    -> XAudio2: Play channel 1

    + Hero: On collision between Hero and Enemy001

    -> Hero: Subtract 15 from 'Health'

    -> Enemy001: Destroy

    -> XAudio2: Load resource "damage.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    + System: Hero.X-Enemy002.X is between -90 and 110

    + System: Every 1000 milliseconds

    -> System: Create object EnemyLaser2 on layer 1 at (0, 0) from Enemy002 's image point 1

    -> XAudio2: Load resource "imphenzia_soundtrack_laser20.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    + System: For each Enemy003

    + System: Hero.X-Enemy003.X is between -80 and 126

    + System: Every 800 milliseconds

    -> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 1

    -> XAudio2: Load resource "imphenzia_soundtrack_laser30.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    -> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 2

    + System: For each Boss00

    + System: Hero.X-Boss001.X is between -80 and 126

    + System: Every 800 milliseconds

    -> System: Create object BossPulse on layer 1 at (0, 0) from Boss001 's image point 3

    -> XAudio2: Load resource "imphenzia_soundtrack_laser30.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    -> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 2

    + System: Is global variable 'Boss001' Less or equal 0

    -> Boss001: Destroy

    -> System: Add 500 to global variable 'Score'

    -> XAudio2: Load resource "bigboom.wav" to channel 2 (No loop)

    -> XAudio2: Play channel 2

    -> System: Set global variable 'Mode' to 0

    It looks like many of these might overlap or loop.

    You could try just autoplaying the sounds as you need them, using a 'trigger once' to stop any looping?

    example:

    + Hero: On collision between Hero and Enemy001

    + System: Trigger once

    -> XAudio2: Autoplay file AppPath & "sounds\ouch.ogg" (No loop)

    Hope this helps.

  • I got it working:

    http://dl.dropbox.com/u/5426011/fixed/chrisbrob.cap

    10% opacity was not working so I switched it to 25%.

    WOW....i am truly amazed ROJOhound !

    I was just about to put the project in my 'Can't be done' folder and you come up a solution?

    Amazing considering there's about a million groups in the cap.

    Thank's for all your help.

  • OID is object id, a specific number given to each different type of object.

    In this case its the object cover.

    So basically is saying if object cover's opacity is equal to 10, and if the number of the objects called cover placed into the selected objects list is 2... do stuff.

    Not to be confused with UID, a specific value assigned to each individual instance of an object.

    Thanks for the info newt, this part makes sense now.

    -------------------------------------------------------

    ROJOhound wrote:

    "Here is a corrected cap where only the mismatched cards are reset.

    http://dl.dropbox.com/u/5426011/examples5/cardmatch2.cap"

    I transfered the events to my cap, and it works, as far as making the 2 cards 10% opaque.

    If you have a spare bit of time, heres my cap, with yours added at the end.

    (run it, and press keyboard 2 to activate the memory match bit)

    nightmare

  • Thanks ROJOhound, works perfectly now. <img src="smileys/smiley4.gif" border="0" align="middle" />

    I am trying to incorporate your solution into my cap, and for some reason i can't get it to work.

    Couple of questions:

    Event 3

       + cover: Opacity Equal to 10

       + System: CountMatching(cover.OID) Equal to 2

    What exactly does the second line of event 3 do. Iv'e not seen this expression before ?

    Is the group 'playing' active at start?

    Sorry for the million questions, but i need to sort this.

    Cheers

    <img src="smileys/smiley9.gif" border="0" align="middle" />