gazoogle's Forum Posts

  • Ah yes, I will read through those. I should have looked in that post. Thanks!

  • Another way would be to make a global variable "TurnedOn".

    Startup

    -> Set "TurnedOn" to Sprite.UID //You can use an instance ID to select which one...

    Mouse.On click Sprite

    ->Set "TurnedOn" to Sprite.UID

    Every Tick

    ->Sprite Pick UID="TurnedOn"

    -->Sprite Play LightUp animation

    Then set up so any other time it plays the default animation

    Thanks, that looks good too, glad to learn more about using the Sprite.UID

  • Thanks, that seems to do exactly what I want. Seeing the cap helped (sub event).

  • What I have is about 100 blocks. I click on a block and it changes that block by changing the opacity, and it turns on its instance variable and a global variable. If I click on a different block, I want to make the original block go back to its original state.

    All the blocks can go to their start-up state as well, if that helps...

  • Maybe I should clarify what I want to do a bit more.

    I click on sprite 1 - it "lights up"

    I click on a different instance of sprite 1 - it "turns off" the original sprite.

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  • What I want to do is change an instance variable of one instance of an object when I click on a second or different instance of that object.

  • There are sound ripping applications you can find on the internet - they grab whatever is going through your sound card. Consult your local laws for copyright issues.

  • Thank you, I'm glad this exists, I was just looking for a way to seed.

  • Thanks everyone for helping me grasp this.   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Having a hard time wrapping my ageing brain around this concept in the event system.

    So what I am trying to do is a simple memory game like Simon

    en.wikipedia.org/wiki/Simon_(game)

    Basically, the computer takes its turn, giving you a sequence to memorize, and then the player responds and attempts to duplicate. If the player is successful, the computer then repeats the sequence and adds one more step.

    I get that you can build an array, adding a random additional turn each time.

    What I am having a hard time figuring out is how do you confine things to turns within a loop.

    So

    Computer takes turn, blinks one of four boxes.

    Then we wait for player response

    If player is correct

    -computer repeats the original pattern, and adds one more, and then waits for the player.

    player takes his turn

    and so on

  • What a pleasant surprise. Thank you!

  • Yep, very nearly 60fps on my older computer. Nice.

  • It looks like Incredible Machine, but with Little Big Planet thrown in.

  • > 17.65 would be the answer if m = 9. Perhaps everyone has already noticed that, but I thought I'd throw that out there just in case...

    >

    Wouldn't the result then be more like 16.65 ?!!

    Anyway, for me the calculation comes up right in Construct as well. So a cap from you UnixRoot would help a lot to figure out what's actually going on.

    > Greetings from the rainy Germany

    >

    Yes, weather gone bad already.

    oops, I guess what I should have said was 9*.85 + 10 = 17.65

  • Hi,

    I really have a problem with a simple multiplication.

    global('m')*(global('n')+1)

    where m = 10

    and n = 0.85

    This should be 10*(0.85+1)=18.5

    BUT Construct means 17.65 is the right answer. I have done half of my game and now it hangs on this simple multiplication?

    Please help me.

    Greetings from the rainy Germany

    Michael

    17.65 would be the answer if m = 9. Perhaps everyone has already noticed that, but I thought I'd throw that out there just in case...