KHC's Forum Posts

  • Well, adding 6 did not work, but I went back through, again, and found that I just needed an "is on layer" event for the levelsprites. Thanks for your help anyway though, I appreciate your time!

  • It is the only way I could get this to work. I have been trying to figure out the correct way to level select since December. That worked fine, until I needed 144 level buttons. I have read everything available, I have watched every video, I have gone through plenty of tears, plenty of frustrations, and still I cannot figure it out. I don't know what to do. *sigh*

  • Yea, that's why I made the groups activate and deactivate... before I did this, it would click into any of the levels, no matter the layer. But once I created the groups, it worked, or worked-ish.

    I guess I am confused. Why does it work like it should with the NextLastButton, but not with the actual level buttons? I mean, activating/deactivating works perfectly with the nextlastbutton (and they are stacked on one another like the levelsprite buttons), but it doesn't work as intended with the levelsprite buttons.

    I am so lost. I have this, and one other thing to do, and I can finally be done with this project I feel like I have been working on for like, half of my life. Do you have any suggestions on what I should change/fix to make it work?

  • Hmm, that is strange. I am able to click into levels, beat them, and unlock the next. When I can get to my computer I will make sure it is the right capx.

    EDIT:

    This is the right capx. When I downloaded it and I preview the project (which has to be done from the main menu layout or it won't work), it takes me to layer "abcd" which is the only one that allows me to click because it is the lowest layout. Maybe try clicking the reset button? I know that has worked a couple of times for me, but that's usually when I accidentally preview from the level layout. I cannot thank you enough for your time, and patience!

  • Hello everyone, I have a question that I hope can be solved. I have been researching and trying different things for about 3 weeks now, so I am at the point of needing someone else's eyes and brains.

    My capx:https://www.dropbox.com/s/rbzxoltjhtj3jhp/Help_Example.c3p?dl=0 (this is a dummy capx

    Problem: When I first started making the layers for my levels and level buttons, I quickly realized that I need to put certain things into groups and activate/deactivate as needed. I did this by creating an event sheet called Active/Inactive Groups. In this sheet I:

    1.Created groups for my levelsprite buttons by variable: "0-5", "6-11", and "12-17". (This determines which level is chosen).

    2. created groups for my NextLastButton (switches between layers):"CDtoEF", "EFtoCD", and "GHtoIJ". (In these groups, if NextLastButton is touched > set layer visible; set other layers invisible)

    3.On StartofLayout:set layer "abcd" to visible

    4.When layer is visible: set specific groups active/inactive.

    Disabling and enabling my NextLastButtons works fine. Even when directly stacked on each other, they do what they are supposed to do without issue.

    Disabling and enabling also works on my levelsprites, it ensures that when I choose one button, it doesn't choose the button from a different layer. However, the only time these buttons will actually work, as in take me to the level layout, is if they are on the bottom-most layer. It is as if all the other layers, even though invisible + disabled/enabled groups, are blocking the levelsprite on the current layer.

    Example: Layer "abcd" is visible> set group "0-5" activated AND set group "CDtoEF" activated. All the others should be deactivated.

    I see layer "abcd" (as I should), I see the levelsprite buttons meant for that layer (again, as I should), and I see the NextLastButton for that layer ("CDtoEF"--which works to go to the next layer), but the levelsprite buttons are not reacting to my touch.

    I have looked online at the various forums with this information, but unfortunately, there is not much I can find on this specific issue. I have seen that I can try "for" with my levelsprite buttons, but because they are split into groups by variable, I am not sure how I would accomplish that. If anyone could help, I would GREATLY appreciate it.

    Sorry to go into detail so deep, I just want to make sure my problem can be understood. If you test the capx though, you will see what I am talking about. Thanks in advance!

  • Yea, it is a mess. I am really struggling with this part, my brain just isn't getting through it very well!

    Let me start by saying, you are my hero! I have, what I am pretty sure, is every post that has ever been made explaining how to save/load, along with every one that shows how to make the level buttons etc. It has burned itself in to my brain so much that I dream about event sheets and level arrays. I wake my husband up talking about Construct in my sleep for goodness sake. Thank you oh so much for taking the time to help me out, you have no idea how much I appreciate it! You are a rock star!

    I am so sorry the project was such a mess. When my brain is a mess, my project is a mess. I confused myself real bad with this one, and am just so grateful to you.

    It would be nice for someone to create a tutorial that shows everything that is incorporated into this file (level buttons, different animations for each button, saving/loading, etc) all in one. Unless I missed one...

    Now that I am done rambling.. Thank you again my friend, you are amazing!

  • Hello Scirra universe! I have come to you for help with something I feel is extremely simple but I just cannot figure it out.

    I have a project which has multiple levels/level buttons. I have saved this to an array, and saved that array to local storage/asJSON. I have it set up so when I click on a level and play it and exit, the level buttons show the number of stars that was achieved in the level using specific sprites belonging to each level button. When 3 stars are achieved in a single level, the next level unlocks. This is all working correctly... except for the part where the next level stays unlocked when the page is refreshed. The levels that have been played save, and the state of the button is correct, but the only way the next "unlocked" level stays unlocked, is if I go into the level,and act as if I played the level.

    I was hoping that if I attached my file, someone could possibly see where exactly I am going wrong? I have stared at this for so long.. I am close to giving up :(

    https://www.dropbox.com/s/agah0lykpmyd3zq/LevelSelect_save_ExampleHelp.c3p?dl=0

  • Thank you for your info! I will play around with this and see if I can get it right. I am a visual learner, so it might take me some time, but I will let you know how it goes.. eventually :)

  • My apologies, I am a bit confused. From what I gather, when creating multiple level buttons to be unlocked, you need to use one sprite with an instance variable that can be changed per the level it belongs to. When level is unlocked, set animation frame to (#) and when stars are gained set animation to (#). If this is the case, how do I use different images if the code calls a specific image each time this is accomplished?

    The way I have it set up is similar to construct.net/en/tutorials/level-select-174 but I am unsure of how to add different images to be called at the win of each individual level(with its own image on the button) and still have everything look right, and not all the same image. I hope this makes sense, it is early so my brain isn't fully functioning yet. Let me know if you need me to clarify please.

  • Thank you so much for your fast reply! I am setting it up as if the child were reading a book, by chapters. Each chapter is a letter group, (AB, CD, EF, etc)

    So, it will essentially look like:

    (MM= memory match, CtD=connect the dots, ID=item drop -- for reference to the letters on the blocks):

    Each page will have a new chapter, and there are 12 levels per chapter (each level differs, which is why there are so many). So group AB and CD will be seen first, then when they are ready to move on they click on the "next page" arrow and see EF and GH, and so on.

  • Hello to all the Construct-ors... out there, after what feels like a trillion years, I am finally almost done with my project, but I am running into an issue that I am not quite sure how to solve. I apologize if this has been answered, but I swear I have read through the tutorials so many times in the past 3 weeks, that I feel like I have memorized them. I wouldn't ask, but I'm totally stuck...

    The game I am making is geared toward pre-school and kindergarten children. The game consists of 3 different types of levels, with a total of 144 levels. I have found how to code the menu/level buttons, select the unlocked level when the menu/level button is clicked, save stars from each level, and unlock the next level based off of the number of stars from the previous level. My problem is this: I want my menu/level buttons to reflect the type of level the child will be playing, so they do not get lost or confused about what the level is. (Similar to Candy Crush, or Bubble Witch Saga 3).

    Levels: 1,4,7,10,13,16,19...etc will use a specific image(ex.memory match level)

    Levels: 2,5,8,11,14,17,20...etc will use a specific image(ex.connect the dots)

    Levels: 3,6,9,12,15,18,21...etc will use a specific image(ex.item drop)

    When the levels are locked I'd like a small lock in the bottom of the button sprite, and when unlocked I need that lock removed, and when stars are earned I would like to have them show up (1star, 2star, 3star, 4star, 5star)on top of the same image that was used to begin with (relating to each level).

    The issue that I am not sure how to get around is... how do I show multiple different images as my menu/level buttons, instead of the same image used for all menu/level buttons?

  • dop2000

    Thank you, thank you, and did I say, thank you...(?)! I assumed that there would be a way to call specific animations, without actually naming the animations the same name. You are an amazing life saver that I would hug if I could! I was totally in the dark, and you not only helped me get it, but you taught me something new that I will never forget. Thanks again Dop, you are really amazing!!! :D :D :D

  • dop2000 "When player clicks an answer, you simply check if question.AnimationName=answer.AnimationName"

    I am a little confused by this. How do you specify which animation name you are referring to? I guess, how does the system know which animations I am comparing

    Would you mind typing out a line or two as an example please? Not a capx or anything, just something simple as a guide.

    Thanks for your help, you're awesome!

  • "You select an answer and then players should click correct questions?! This is some broken logic! :)"

    Well, thing is: the FITB capx was the original. So I wanted to take that and pretty much do the opposite (but, because I did it in a lazy way, without renaming and such, it does seem like broken logic.It makes sense in my head, sort of ha!). Really, it was that i wanted my sprites to work opposite in the ID capx than in the FITB capx.

    I will try what you have suggested. In the past I have asked for help matching, and always was told to use arrays. As easy as your suggestion sounds, if I cannot figure it out after a couple of days, would you mind posting a capx? Not now, of course, just if i get to the point of ripping my hair out? ;)

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  • Dop,

    Apologies, I opened an email stating you sent me a pm, but when I click the link error 404 comes up. I will go ahead and just post both capx here instead of emailing.

    The first capx titled FITB-share is a project that is working perfectly. It is a "beginning" sounds game, in which the player matches the beginning letter with the matching letter. The sprite containing the "Question Images" is QuestionSprite, while AnswerSprite holds the "Answer Images"

    The capx titled ID-share is similar, though there are differences:

    • click on SpriteQuestion, instead of SpriteAnswer
    • SpriteQuestion drops from top to bottom, while SpriteAnswer stays in one spot
    • And of course, the problem I am having: SpriteQuestion should never change; there should be a random animation frame from SpriteQuestion that appears (with 4 sprite spawners,there should be 4 different images)-I want them to repeat, but I don't want all the images the same (which you will see they are with the capx I post)

    It is all set up to match, it is just the darned images all come up as one image. If I enter certain code, like (random),int(random), or floor(random) the images go haywire.

    Thanks again for your time, you're awesome! :D

    https://www.dropbox.com/s/spc47bipku0516m/FITB-Share.capx?dl=0

    https://www.dropbox.com/s/n7x9j3v2beu1x9c/IDPractice-share.capx?dl=0