kiko2015's Forum Posts

  • the simplest way is to use lists, but it may not scale well.

    make a sprite, add an animation for each noun, rename the animations to the noun, add the adjectives to the frames in a consistent order.

    add a noun-list and an adjective-list.

    noun-list on selection changed --> sprite set animation to noun-list.selected text

    adjective-list on selection changed --> sprite set frame to adjective-list.selectedindex

    HERE'S the http://www.geocities.ws/alvoradaespirit ... sEasy.capx

    I goint to repost this. Maybe I didnt make myself clear and I truly apologize for my ignorance.

    This game is to help kids to read.

    What I am trying to achieve is: User clicks on ADJECTIVE AND NOUN, depending on combination it will display a graphic, if you can help I appreciate it, see CAPX:

    http://www.geocities.ws/alvoradaespirit ... sEasy.capx

  • personally i would create a string or you could use an array it depends your knowledge in programming

    I might be able to help you with the art. Maybe we can help each other. But your email address isnt right.

  • I thank you all the people who have tried to help me before with this topic and apologize for my ignorance and basic knowledge in programming.

    I am trying to create an application to teach children how to read and write.

    So, I have 2 main FAMILIES OF SPRITES, one NOUN and the other ADJECTIVES.

    ADJECTIVES (BIG, SMALL, BLUE, RED ETC...)

    NOUN (CHAIR, BOOK, DAY, FLOWER ETC..)

    SYSTEM RANDOMLY PICS ADJ + NOUN, I got that covered. Now when user clicks on the right combination, for example: " BIG CHAIR" I would like SYSTEM TO DISPLAY a BIG CHAIR, I have the graphics, of course.

    I can't seem to find a way to create variables to make that happen.

    Thank you.

  • ok i see.

    as mentioned add a family instance variable to each family

    - the instance variable for CHAIR='chair', HOUSE='house', ...

    - the instance variable for BLUE=1, BIG=2, ...

    To reduce the code you can do the following:

    Create a new sprite containing all corresponding sprites (combinations) you want to show - grouped (separate animation) by NOUN and frameindexed by ADJ.

    Name the animations by this NOUNs (CHAIR, ...) [with the first animation frame is the BLUE CHAIR, the second the BIG CHAR, ...]

    The ADJ instance variables have to correspone with the frameindex of each animation.

    Once the resulting combination is fix (all falling sprites are known), you know the instance variables of NOUN and ADJ (e.g. 'CHAIR', 1 (for blue))

    Then you create the representing sprite and set it's animation [NOUN-instancevariable = 'CHAIR'] and it's frame is [ADJ-instance variable = 1].

    I hope you understand the way it works...

    Thank you!

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  • kiko2015 it hard to understand how your game works at all (or how it should).

    As far i understand, you want to determin which random sprite combination was created?

    You can set a family instance variable (e.g. 'type') and countnumber each object of the family (1=chair, 2=table, 3=book, ...) and check this variable/constant.

    Better post your project (capx) to understand your question....

    <a href="http://geocities.ws/alvoradaespirita/test/test.capx">capx</a>

  • Okay, I got this SPRITE FAMILY and randomly SYSTEM CREATES sprites from a certain family.

    What I am to achieve is this?

    FAMILY 1 > CHAIR, TABLE, BOOK

    FAMILY 2> BLUE, BIG, NICE

    Basically SYSTEM RANDOMLY CREATES A COMBINATION FROM BOTH FAMILIES EG.:

    BLUE CHAIR

    WHEN BLUE CHAIR IS CREATED IT FALLS DOWN ACROSS SCREEN TILL IT COLLIDES WITH A SOLID THEN I SET MAX SPEED TO ZERO AND THE WORDS STAY THERE.

    I would like to display a sprite (I already have it) that corresponds to BLUE CHAIR, FOR EXAMPLE.

    So, SYSTEM CREATES BIG CHAIR I want to display BIG CHAIR. I can't seem to find a way to do that. Tried OVERLAPPING AN INVISIBLE SOLID, COLLIDING WITH A VISIBLE SOLID. I am bummed out.

    HELP!

  • Is the "Create Object" Action in a "Every Tick" event or a subvent?

    If not, try using the "Triger Once" event as a condition of your original event

    TRIGGER ONCE worked just fine. Thank you, Fenix18.

  • Hi,

    For example:

    SYSTEM CREATE OBJECT ON LAYER BLAH BLAH BLAH... It won't stop creating objects in an eternal loop.

    I need SYSTEM TO CREATE JUST ONE INSTANCE OF A SPRITE IN A FAMILY INSTEAD OF INFINITE SPRITES.

    How can I do that?

    Thank you!

  • >

    > > You can set the volume (set volume) depending of a tagged sound depending on your needs (e.g in a loop - depends on your layout switch).

    > > The value is db (e.g. -10 is half the original volume, see documentation)

    > >

    >

    > Thank you but that does not fade out volume, it abruptedly turns it down. But thanks anyhow.

    >

    You have used a for or while loop?

    You need to use the game cycle and a state maschine.

    excample: http://www.gameus.de/c2/fadeout.capx

    THANK YOU SO MUCH!!!

  • You can set the volume (set volume) depending of a tagged sound depending on your needs (e.g in a loop - depends on your layout switch).

    The value is db (e.g. -10 is half the original volume, see documentation)

    Thank you but that does not fade out volume, it abruptedly turns it down. But thanks anyhow.

  • I am playing this tune on INTRO screen and would like to OnTouchedObject to transition into new Layout but smoothly fading sound out.

    Help, please!

  • Nope.

    If you want framerate independant, don't use dt, don't use behaviors.

    tHANKyou!

  • SYSTEM > EVERY TICK > SYSTEM SET TIME SCALE TO 60*DT

    I just wanted the whole game to be frame rate independable instead of using this for every moving object.

    Thanks.

  • width2variable.capx

    Korbaach, thank you for taking the time. JUST PERFECT!!!!!!

    Have a great weekend!!!!!!!!!