M0A0THIAS's Forum Posts

  • That's OK haha. My friend and I may have come up with another solution.....much more code...but we think it will accomplish what we need done. I appreciate your time again. I'm sure I'll be back here at some point hehe.

  • LittleStain Hey, sorry for a late reply. This code is kind of working for me, my implementation may be incorrect, though. I think there may have been some misunderstanding because it's actually not possible for me to implement the --operator = + step in my code, unless i just don't know how. But there aren't any variables that justify a + operation, there is only a value that is created from a + operation and etc for each other operation.

    The point I have it at using your pseudo code is that three bricks will be deleted BUT it can be any grey brick to a color even if the numbers don't equate properly. I know for a fact its the way i'm trying to access values. And with the way I have it set up I'm finding hard to actually find the two values that are getting assigned to each brick. This is so because its random every time.

    If you are up for it I can actually post the project for you to scan over, if not feel free to ask some more questions I can try to clarify with what is going on.

    Thank you again for your help!

  • Ok, I will try to implement the pseudo. Just for clarification, each level of "dash" is a sub event? And "greater than" denotes action correct?

  • Hey everyone!

    Having troubles with the last main mechanic of my game. I need to be able to destroy a group of sprites once they are selected but only if the correct ones or the correct values assigned to them equate to the operation being used on them.

    Example: Using a grid filled with 12 blocks, 4 being answer blocks and 8 being numbers you use to equate to the answer block I need them to destroy once you select the proper 3. This happens through +-*/ designated to color coded answer blocks respectively.

    Values to these blocks are randomly generated for the greys and then two greys are assigned (using an operator +-*/) to a color block giving it that value. This is all done and stored within two arrays:

    -BrickStorage[stores the number bricks[RNG stores randomly generated numbers]]

    If any more details are needed feel free to ask! Thank you for any help in advance! Cheers.

  • You would think! I tried numerous things, messing around with the frames and picking but found no solution. Yours does the trick! I'm just glad someone answers to my posts haha. You've been a great help for me today, I thank you. It's 230 am where I am so i'm off!

  • LittleStain Wow thanks man...this helped immensely! Didn't think it would have to be that intense haha

  • Was this made in the new beta release?

  • I'll take a look. Guess I need to update Construct. Only downloaded it four weeks ago haha

  • Well tried to give the URL but I guess I don't have that privilege, the topic however is this:

    How do I make a select/deselect operation happen w/ sprites?

  • It's fixed haha. There definitely was some different logic my friend and I had to use regarding the looping. For storage,access, random placement reasons we actually split up the looping of the blocks into 4 separate loops and its working fine now. Your code definitely helped us come to a solution though even though I did not use the for each method, simply utilized the text object. TBH, I wasn't aware of the methods it had. You brought that into the light for me!

    Having different issues now though regarding selection/deselection. I've posted to another thread:

  • Hey everyone!

    Having difficulties with a game i'm making regarding making a selected sprite deselect as well. To give it more context my game involves selecting three "blocks" (sprites), two being two numbers and the third being an answer block, also a number, that equates to the two blocks being selected using an operand (+,-,x,/). The operand is back end and you don't see it. Anyways, there are more than just three blocks on the playing field, 12 in total, 8 normal blocks and 4 answer blocks. The problem im trying to solve is that a player can only select three blocks at one time, if they are correct they will disappear, otherwise stay on the game board. So if another block is clicked/touched the oldest clicked block should return to its old animation. There are two animations that represent the block's state, cracked and solid.

    Please help in the sense where I want the oldest clicked brick to return to its resting state. Any more detailed information that you may need please feel free to get me to expand.

    Thanks in advance, cheers!

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  • Thanks everyone. Got it working, appreciate all the links and help!!

  • LittleStain derp...thanks...that actually helped with a bug of the numbers not showing up on each brick. BUT still having the infinite loop issue

  • korbaach I appreciate the reply but as I looked over that I would have to restructure my code for it to pertain, thanks a lot though!

    nimos100 this solution seems to work..although, I have run into a problem where its spawning infinity text, and only on one block. I feel like I've nested the for-each improperly. To help with clarity I will post my current block of code:

    SPAWNX & SPAWNY are global vars ( the initial spot the instances start to spawn)

    System On start of layout
    System For "Y" from 0 - 1
      (sub event)System For "X" from 0 - 3: 
                                                System create object Sprite on layer 0 at ((SPAWNX + (loopindex("X"))*(Sprite.Width + 125)) , (SPAWNY - (loopindex("Y"))*(Sprite.Width + 125)))
                                                Sprite Set value to floor(random(1,10)
                                                Array Insert Sprite.Value at index  0 on X axis
    System For Each Sprite
                                               System Create Object Text on layer 0 at (Sprite(0).X , Sprite(0).Y)  //first location of first instance
                                               Text Set Text to Array.At(0) // first instances storage location
    [/code:xapwssyb]
    
    Sorry for the lengthy reply. Any help is appreciated.
  • Thank you both! I will give it a shot and see what works best!