chrisbrobs's Forum Posts

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

  • When i run tutorial(3) in debug mode, the following occurs:

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

    The number above the red arrow is constantly increasing.

    Any way to stop this ?

  • Here I've done another example using an Array as I explained.

    Thanks for your help with this, it works but i don't fully understand how!

    Can this method be simplified to work without the array ?

    For example, the 'picture sprites' are simply given a pv of 1 to 4

    (which is the animation frame number) and then covered with a card.

    Here's your original cap with my blocks added-

    Magistross cap2

    Thanks in advance.

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  • ROJOhound,

    Your example works if i pick 2 matching 'CARDS'.

    But if i select a card, then select one that isn't a match to the first one, everything resets and previously matched cards are wiped out?

  • Here I've done another example using an Array as I explained.

    Thanks my friend, gonn'a try and decipher it!

    Will get back to you.

  • I can't seem to find where you actually put data in the array... am I missing something ?

    The example cap was just to give you an idea of what i was trying to achieve! Not sure if the values matched my question exactly.

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

    I think ROJOhound has come up with solution though (again) <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Here's an 11 event example.

    http://dl.dropbox.com/u/5426011/examples5/cardmatch.cap

    Thanks ROJOhOund, this looks promising !

    On first run, i noticed that that cap only has 3 animation frames, does it work with 4?

    Sorry for silly question ROJOhound, it does !

    Thanks for you help.

  • Here's a couple of things i tried:

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

    Didn't work!

  • I achieved this with a memory game some time ago.If i can find the cap i will post it.

    I downloaded your caps.....they work! I was just wondering if there was an easier way ?

  • Here's a cap.

    card match

    There's a lot of stuff going in in this cap, so i have added a couple events to simplify things.

    When you run the cap, click the button 'create card' to activate the group 'CARD MATCH' (the last one).

    This is the part that i am stuck on.

  • You need a variable(s) that keep track of the currently shown 'picture sprite' index(es). (set to -1 if none is shown)

    Assuming the click event is on the 'cards', you have to keep track of the index of which 'picture sprite' it is hiding.

    Upon clicking, if the indexes are set to -1, set them to the correct values, then show the picture.

    If however the indexes are not set to -1, then check if the shown picture is the same as the one just clicked (still using indexes and what not).

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

    Sound's easy......any chance of an example cap?

  • Are you using an array ?

    The 'picture sprites' are created using an array, but the 'cards' are added using -

    + System: For each Block

    -> Block: Spawn object bonusCard on layer 4 (image point 0)

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

    (Blocks = picture sprites)

  • Iv'e spent 2 days trying to work this out.....and failed!

    I'm not trying to make a 'memory game' but the logic is the same.

    The game has 4 (picture) sprites: pv1, pv2, pv3, pv4, and a card sprite that covers each of them.

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

    1, The player clicks on a card the opacity is set at 10%, revealing the 'picture sprite' below.

    2, The player clicks on another card the opacity is set at 10%, revealing the'picture sprite' below.

    3, If the 'pictures sprites' match, the cards and 'picture sprites' are destroyed and the player gets a match.

    4, If the 'picture sprites' dont match, the cards reset, and the player tries again.

    5, Once the player achieves the required number of matches, the player enters the next stage.

    Iv'e seen various posts with solutions to this, but each one had about 100 seperate event's.

    HELP?

  • Thanks newt...question solved!

  • Yep.

    Remember the exe will have all your resources, an icon, dll's which are basically your plugs, etc.

    Are the resources just the games sounds and graphic files ? or is there other things that the game needs include for the exe to run?

    I ask this because the game loads the sounds and (some) graphics from external files when it's run, and these a files are tiny.