Majinboo's Forum Posts

  • Check the last capx of C-7 user in:

  • blackhornettechnologies.com/Construct2Stuff/arrayspawnandsetvalues_BHT_d.capx

    Amazing!!, Thank you so much!!!!!!!! , now i understand more the arrays, i need to reread more about loopindex but with this example i understand a lot more.

  • i tried removing for loops but didn't work <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    http://www.filedropper.com/arrayspawnandsetvaluesbhtc

  • Just store the loopindex in the redcube when you create it, then you now exactly which X to index.

    Now its working ok to replace the color value, however i tried to replicate this with the overlapping object to modify level value but didn't work, the browser events are only useful with mouse clicks?

  • I suggest you drop the Array FOR events, and stick to the system FOR loop. You are mixing one and two dimension events, which is confusing things.

    http://www.blackhornettechnologies.com/ ... BHT_b.capx

    Event 8/9 doesn't work because you change the colour to black and then try to find the matching colour, which you just set to black, so it doesn't exist. For 11/12, you are trying to set to CurY but there is no CurY as you are only looping in X.

    Now its replacing for example the orange value in the entire array not only in the specific object, for example i clicked orange object but didn't click Carrot Object but in the array now the value of carrot color its black, isn't possible to modify the array just picking the object? overlapping -> set value in the object didn't work too.

    If i am overlapping an object or clicking an object i just want that construct2 find in the array the object by name (names are in Y1, for example c2 will find carrot in Y1) and modify a value of the object, for example i clicked a carrot then construct2 will find the carrot object in the array and then will modify the value of the color "orange" to "black", and if for example i am overlapping the object then sum +1 to the level of the object, i am trying to do this in the capx.

  • Your array seems fine. It's your other events that are mixed up. See if this helps. You were loading your array after creating your cubes, due to the Destroy. I've moved the cube off of the layout, and call Spawn directly on startup.

    http://www.blackhornettechnologies.com/ ... s_BHT.capx

    i am using the debugger to check the array values and the value of color didn't change in the array and the value of the level didn't change correcly in the array when the object its overlapping.

    I am trying to use my logic here and i don't understand why didn't work.

  • why arrays are so hard :\</p>

  • once the player changes an animation it does not change back. I want to make it so on tap sets animation to "1" and when I tap a second time it should set animation to "0" and vice versa

    Check it

    http://www.filedropper.com/animationchange

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  • hello guys,,

    i have 2 sprite

    the Sprite1 when press it the sprite 2 start animate..

    the question is : how to make the Sprite2 to stop Animate when press again the Sprite1 ??and vista vesta...

    capx

    http://www.filedropper.com/onoff

  • Hello everyone, I'm having trouble assigning a sprite object to another sprite objects.

    https://www.dropbox.com/s/n61pvuvthed9b ... a.png?dl=0

    I have two sprites, a Human sprite and a button sprite. Whenever a new human sprite is created, it spawns 3 button sprites(with different image frames). Whenever I tap a button I want the human sprite to do a certain action depending on which button frame it is on. (e.g. If I (on tap tree button) Human sprite move to tree). The problem is that all the human sprites are doing the action whenever I press a button. I only want one of human sprites to do an action whenever one of it's buttons is touched.

    So how can I make the buttons sprites work for only one human sprite?

    if you upload your capx its more easy to the others to help you, you can make a new capx with the issue if you don't want to share your complete project.

  • I read the FAQs, I understand partially the arrays, i read the tutorials, but i cant find in the forum a capx example or question of how to save value in an array in a current action over object, please check my events or capx and please teach me how to do this correctly, i want to spawn 2 objects (of value 0 in the array), show some values in text object, save array info, after 2 objects are destroyed then spawn another 2 objects, please check comments in capx .....

    capx

    http://www.filedropper.com/arrayspawnandsetvalues

  • "mont or monta i cant get correctly the value "mountain" " -> because you need at least 75% of the letters of the target word.

    UPDATE: after an hour of trying i found how to write complete words, i just disable global variable wait

    I am testing now the friction, i think auto completion will works ok, how i can make the auto completion system?? please if you have a good tutorial for newbies or something... i want to learn mainly, i am trying to understand your code in comparinvg capx.

    I designed this capx to test the friction.

    http://www.filedropper.com/comparingv4

  • Levenshtein distance is the number of operations/edits you need to do, to change one word into the other. The regularly used weighting is:

    1 for substitution (example: 1 wrong letter typed)

    1 for deletion (example: 1 letter too much)

    1 for addition (example: 1 letter missing)

    So you could say you allow 1 typo in the word, then for red stuff like this would be allowed:

    reed, ret, rad, rwd, rd, ...

    Of course you could make it reliant on word lenght, so for example forbid typos in short words, but accept one or two in longer words.

    Word suggestion is something different and would use a dictionary, preferably one which knows the frequency of words in common usage, to suggest the most frequently used word(s) that begin with the typed letters.

    Would it not be a problem in your game, if autocompletion is too strong? (it could get weird for the players if all they do is write out words half-way and then the next task already comes up)

    isn't a problem because if i have for example two sprites objects ( mountain - mouth ) my players can see the objects and they will know before they write the meaning of the object, they will write moun or mout and they will get the word instantly in the text object / sprite font, and they will see of course the complete word for 0.5 or 1 second in the text object so they will know that they wrote the correct meaning, with this method i remove a lot of friction in the game, of course if i don't have objects visible in the layout with similar letters then they will only need to write for example mo and they get instantly the word mountain.

    Another example the words power / flower , if two sprite objects exists in the layout with this words, of course they will need to write the po or fl character, this will be a anti-friction system, if the player don't know the meaning of the sprite object they will give up or write incorrect meaning.

    If you see an Apple Sprite Object you will write ap and you get apple instantly, you prove to the game and yourself that you know the meaning of the sprite object, in the game this is enough to prove your knowledge otherwise if you write the wrong meaning for example ora because you think that the sprite was an orange then i can set a message in the text object like wrong meaning if none of sprite objects in the layout contain the letters ora, then the player need to write again the meaning, so with this anti-friction system you can get good answers and bad answers at the speed of the light, and its enough to prove the knowledge of the player.

    I am testing with your comparingv3.capx , 3 letters looks good, however i think auto completion cause more friction than the actual system because the player must write the word and wait to see the complete word in the text object, the auto completion must be maybe in the variable but not visible in the sprite object, then you know that you can write the first 3 letters of the word or the complete word but with mistakes and you get the correct answer, the bad of the actual system comparingv3.capx is that if you write a wrong word and the sprite object with the wrong word don't exist then you need to press back space to clean the text object to try again, this cause friction, to remove this friction i need that if the player write the complete wrong meaning or the word dont have letters of any sprite object visible in the layout then they get the text object clean very fast.

    The actual system comparingv3.capx isn't precise because if i write mont or monta i cant get correctly the value "mountain" then i need to write again the meaning and this cause friction, the players needs to know that they only need write the word partially correctly or only the first 3 letters to get the answer good, some lazy players will write the first 3 letters, other players will type fast the complete word but they don't need to worry about typo mistakes, i think you understand my point, remove any friction in the game and then you can have a rain of sprite objects, you only need to write the meaning without friction.