magentamajors's Forum Posts

  • Thank you for answering me! I'm a total noob so I get frustrated and rage quit pretty easily. I've been trying to fix it on my own for an embarrassing amount of time (like two weeks). I needed the vocabulary words "cascade" and "if/else".

    Ah, I understood order matters, but I don't understand...why the order of events worked until I added the text background? I wasn't getting a cascade effect before that happened and the events were in the same order. Def helps to know that's what that effect is called! I've run into it before and fixed it by arranging stuff, but now I have options.

    I know you must reply to these questions in kind a lot because you say as always. Sorry, this went way over my head. It would be really nice to require a time limit or layout change, but I have no idea how to do that. It's...very difficult for me to navigate the tutorials on the site because the terms I want to use are in so many posts. Super-noob here. If we were driving cars I'd have a big "STUDENT DRIVER" painted on the side.

    I've never actually used if/else, that will help for <b> LOTS </b> of things. So far I've just been creating two events, one for each condition, and it's very repetitive, and sometimes I have to make 5 or 6 for each "else" condition (if player hits door but does not have hairnet, flash the no entry message, if player hits door but does not have clean hands, flash the no entry message, etc). This thing really actually helped me a lot once I read your post and searched for "if/else" - https://www.scirra.com/tutorials/292/gu ... t-features . Actually I feel pretty stupid for not setting events up this way earlier (Praise your chosen overlord for if else statements, I guess). Thank you again; you have no idea how valuable your time is to me and how much this helped.

  • Hi

    I had a variable with interaction, and the interactions themselves worked well. When the player hits the clock, they either clock in, or clock out. But I added some life bar and text box stuff, and now I can't figure out why I can only "clock in" and the "clock out" part stopped working.

    My question is more how do I trouble shoot - You guys are great, but I don't expect you to program my entire game! So I feel bad asking at every stage. I don't really want to have to come onto the forum with every question (maybe someday I will once I can also help answer questions).

    I tried moving the order of events around, but it didn't help.I tried making the text box background various things like invisible (the green square, I think that's what's causing the problem). The most frustrating part is that it was *totally fine* before. The problem is on ebreakroom , under the "clock in events" group - capx attached

  • HA! IT WORKED! Thank you

  • Wow, y'all are quick!

    David-

    I had to download a new version to see the capx. That worked! It is exactly what I wanted (show up next to the sink you came in on). It would be nice to get rid of the space bar, but maybe I will add it to the other interactions so that the player expects to use the space bar to "use" things.

    Desi (I'm gonna call you that now because you helped me so we are best friends) -

    That sounds elegant, I'm gonna try it out. In theory I'm going to have many more items that are spread through out the factory, so it might be a good idea to use that variable for all of them

  • Ah, thanks ! I'm gonna try that. Also, perfect time to send us a link to your super fun game.

  • Hi

    I'm working on a game to educate my employees about what steps are needed to get into the factory. I call it... "Get Into the Factory" We are a food manufacturing facility, so you must wash hands etc before entering. The layouts switch from top down view to 1st person.

    I have several sinks on the map, and when you switch from the sink layout, the player reappears in the same position (next to the door sink). Is there a way to get the player to position next to the sink they went to? For ex, if there are 5 sinks, and the player goes to sink 2, be reappears at sink 5, because I have the set position go to layout set to sink 5. But I'd like it more if a player went to sink 2 and reappeared at sink 2.

    .capx attached, Much thanks if anyone can help!

    [attachment=0:j8weo8k8][/attachment:j8weo8k8]

  • I can't help you, but I am having the exact same problem. Used the tutorial, tried dropbox link to the index file, tried drop box link to a folder with all of the files...

    I feel you, dude. I feel you. If you figure out how to make it work let me know, and I'll do the same

  • Hi!

    Thank you for answering me - I'm thinking about it a lot and I really have no clue what I'm doing at all. No clue.

    Thank you, that will help a lot. I wasn't even thinking of typing / having them enter text other than name. But you made realize something of vital importance to my players. A lot of our employees do not speak English (mostly Lao) , and almost all are terrified of computers and typing. I want to eliminate as much reading / typing as I can

    I guess that means I would have to give them choices instead of typing, which leads me straight to "quiz game", the lamest and worst training, that is actually just a quiz, and not a game. Then I thought "Shooter! What if they just have to shoot words" because I don't have a shooter yet, but then I realized that would take a lot of reading.

    So I was thinking "Launch game" ... because it makes sense for training for the metal detector. But the procedure they're doing doesn't matter. The problem is they aren't completing the paperwork.

    In real life, if they don't complete their paperwork, they have to do the job again, which is very costly and time consuming for business. I figured, hey, what if it's just some really long, super hard video game, with a little "log" button in the corner with the form, and if you don't fill it out, it won't save. But that's a sucky idea, because they would still get the satisfaction of the game, but not learn anything, and I would have to make a really long, hard game, which I can't do. Maybe one of those cell grower games

    (the game where you start with 5 guys in 1 little bubble, and the other guy has 5 guys in a little bubble on a corner in the screen, and there's a bunch of grey bubbles in the middle that are bigger, and you click and drag guys to the grey ones and take them over and they make more guys too - what is that kind of game called? )

    My abilities are basically limited to : "Things that have Construct Tutorials" . My artistic skills include stealing images from the internet. I have started a few games I wanted to make recently that got TOO AMBITIOUS, so I have to accept I need to stick with really, really simple stuff here. My games basically look like Clarissa from Clarissa Explains It all.

    tl:dr - What's that cell grower game genre called?

  • Hi

    I know nothing about game design. I am trying to make a simple, simple, one or two layout game. The goal is to use this game to train employees in a food manufacturing facility to fill out forms correctly. The issue is that sometimes they scribble over mistakes or forget to complete it, but these are legal documents, so corrections must be handled with a single line and initialed, no scribbles / white out.

    I have made some other mini games for them, which naturally fall into type of game (entering the factory is top down with basic object interactions, we have one called "batching" which is basically choosing correct ingredients like mid 2000s clicky restaurant games (imagine an ugly, ugly diner dash), and one for allergens that flashes the product and then you choose the allergen (match 3 game ).

    I'm having...difficulty in making the "game" part - I can make a form on screen that makes an Operation style buzz when you enter something incorrectly, but that sounds about as fun as filling out the form itself. Can anyone give me examples of games which encourage people to fill out forms (all I can think of is Papers Please which has a whole economic side to it, and that terrible NES game about begin a teenage stock broker), or genres of games where there is some level of typing? Even a link to a list of flash/casual/mini game genres would make this easier for me.

  • Thank you! I was ready to throw in the "video game" making towel. Is there a way to upvote / +1 rep on this forum? This was perfect, now I can go about building the factory !

    I also changed the "wash your hands" time from 30 sec to 5 . 30 seconds was way too long.

  • Hi

    I tried to search the forums to see if I could figure this out, but unfortunately the terms I need are so common I can't get a search on it.

    I'm trying to create a game to train my factory employees about food safety. I figure if I can't get it to work, I'll toss the idea, but this is my "go" at it.

    The first "level" is pretty basic - you have to wash your hands and put on a hair net and beard net to get into the factory. So you enter the "entrance" layout, get to the "break room", and run into the hairnet box, and the hairnet layout works fine. You put on a hairnet & beard net and then click and go back to the breakroom.

    But I can't get the "go back" button to work on the esink page. It just leaves me on the same layout instead of going back to the break room. Sometimes I can see the "break room" layout flashing and I'm like "Nooooo, so close!"

    Can someone please tell me why? I've tried using a sprite for the button, I've tried using previous / next layouts, I've tried using a button for the button, I've tried erasing it and re writing it, I've tried copying the layout that works and changing the objects. I've tried moving the order of things around. I've attached a capx.

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  • OP, you are a genius sent from the heavens. Thank you for posting, it solved a problem I had displaying inventory (I have a bunch of inventory slots, I needed the system to pick the first empty one).

    GENIUS.

    Thanks again!

  • Hi

    I'm pretty new to this, but I also would like this feature in my game.

    I made a practice game where all you do is pick character stuff, it's a work in progress. I've gotten to the first two hair styles.

    dropbox.com/s/b5ucci68qtv2pp1/titlescreenpickhairmove.capx

    I ended up making several animations for each item frame 1 is red, frame 2 is blue, etc and putting "select" buttons next to it and having the button scroll through the frames.

    I think it's possible to set it up with the color choices as sprites, and then change the sprite effect hue to match the color.

    For ex, you have a grid with 8 blocks, each one is a color sprite. When the user clicks sprite1, let's call it blue, the action would be hair -> set hue -> blue.

    I'm going to try it that way, I'll let you know how it works out.

    Please also share if you find something easier, colorizing them one by one and having the player scroll through is tedious to say the least.

  • Ah, thank you, I edited the original message to include a dropbox link.

    Thank you for your quick response - This has very quickly become frustrating and I already "Rage quit" a few times, so your support is much appreciated.

    I fixed the problem - I ended up using

    Array at whatever > or = 1

    Subevent System -> pick all inventory slots

               Subevent System --> pick by evaluate inventory slot variable

                        System -> trigger once

    <img src="smileys/smiley4.gif" border="0" align="middle" />

    dropbox.com/s/1ptx6m1b4batzpy/arraypractice.capx

  • Hi

    I am introducing myself to gain rep so I can post a link.

    I want to buy Construct 2, but I'm hesitant because I'm not as familiar with the features as a programmer would be (total n00b), and I don't want to end up buying it and only being able to make a lot of levels of very, very simple games.

    If I can understand how to make an array work in the game, I think I can admit to myself that I will be spending a lot of time making complex games. I'm pretty confident that families will make game creation much less tedious.