eyegnats's Forum Posts

  • 5 posts
  • Thank you for your response! I probably included too much code in my snippet, but---I'm actually struggling with the clicks in relation to BackgroundAA versus BackgroundAB. Clicking on BackgroundAA should send the variable QuestionActive to 100 (followed by 1 or 2), hypothetically locking out clicks on BackgroundAB (which must have QuestionActive = 0 to fire), but if you're fast enough, you can click BackgroundAB and double-fire events. I'm definitely not fast enough to click on the same tick. So I'm a little lost as to why I can do this. If you have time, I'd love your further insight!

  • Oh---Noting here that you can't actually see the points without my linked spreadsheet, whoops! Another way to tell something is amiss is that the second box will no longer be clickable due to the fact that it got sent to the same location as the first box at the end of the questions/answers (because it was being triggered at the same time).

  • Hello! I’m working on a recreation of Jeopardy for teachers to use in their classroom, and I’ve run into a snag.

    If you tap fast enough on one square and then another, both events trigger and both Jeopardy questions zoom in. This is despite the first tap changing a variable to “gate” the second click from working. I’ve tried all sorts of things, but it all seems to come down to me being able to click faster than the variable can update.

    Apologies for the messy code, (I’m an instructional designer for school materials, not a programmer) but this is where we currently stand:

    Here is a link to my project file: drive.google.com/file/d/1P1grtZwRaruLPTTs6IMroGfgBHulNm_Y/view

    Steps to recreate:

    1. Test layout 2.

    2. Click the top left Jeopardy square.

    3. Immediately click the square below it.

    4. Click twice more to get through the answer/question.

    5. Click the glowing team icons at the top to assign points.

    6. Notice that the points assigned are from the second click’s square. (Suffer.)

    Any ideas on how to fix this? Thank you in advance!

    Tagged:

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  • Thank you for your reply! I managed to figure it out, if you're at all curious---the temp textbox I was using as a buffer was a different font size than the core text box, causing a textheight discrepancy. It's always the simple things. Thanks anyway!

  • Hello! Longtime lurker first time poster, etc. I'm running into an issue in a dialogue-focused game creating text bubbles that scroll upwards with each new tap. Simple enough, or so I thought. Here's where things currently stand:

    See how the spacing between the text bubbles is awkward and inconsistent? Here's a slice of the visual code that produced that:

    This snippet is essentially replicated across every instance of calling a text bubble. (Sorry in advance for very messy code. I'm new!) I have a feeling my issue has something to do with either a tweening-all-at-once conflict, or unseen variance in my textheight. Either way, I don't know how to fix it! Any ideas?

    Here's my Construct file if anyone has a minute of their day to make mine. To test the textboxes, you can just press "hit" and the text bubbles will appear.

    drive.google.com/file/d/1ma_Mpi4o9dCAyWxYvptMDylnWZej6T5l/view

    I'm happy to answer any questions about the way this has been designed, since it's a little complex (to me). I just finally broke down and resigned to request help, haha. Thank you very much in advance!

  • 5 posts