nullbert's Forum Posts

  • I found the problem: the polygon collision

  • I'm still stuck in this puzzle. I made a demo to do some testing using frames instead of spritefonts and using the move to behavior, but the pieces don't move as if they were overlapping, but I'm using the grid to separate them. Could anyone take a look at this demo?

    we.tl/t-H3r5AN6ft3

    Code:

  • Sorry, but I have no permission of the person who made the tutorial to publish the font file here. Even he is selling the file in the Scirra store.

    In this tutorial a Spritefont was used to organize the image tile and the game does not have a check system to find out if the player set up the puzzle correctly or not. I wanted to implement one from the scratch. I just wanted to know how to check if each of the pieces is in the right place. Just a few ideas with some explanations of how to do this would help.

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  • Hey

    I'm doing some tutorials with Construct to learn how to use the program and one of those tutorials is Photo Slide Puzzle (https://www.construct.net/en/forum/construct-3/general-discussion-7/tutorial-photo-slide-puzzle-126337). I completed it but the game doesn't tell you when you complete the puzzle. Could anyone give me an idea on how to do this?

  • Hi

    A really noob here. Please don't shoot ;)

    I am using a template that I found on a website:https://we.tl/t-DOXlFVqype

    My idea is to create a puzzle game with blocks of different shapes and this project is serving me well, however, I am not managing to centralize the grid where the blocks are fitted. If I move the whole grid, the correct record is lost. Is it possible to adjust the grid so that it is centered and still maintain the correct fit of the blocks? My other question is if I can rotate each block on a central axis/imagepoint that I create just for that instead of using the current image point.

    Thanks for any help!

  • Why can't I make my game show fullscreen on the iphone? I wish I could understand that. I posted this question 5 days ago and got no answer.

  • I'm having trouble displaying the game in fullscreen on Chrome/Safari on my iphone. I've been using the "request fullscreen" action when the player presses the button to expand the screen, but I can't get the address bar to disappear. How can I solve it? Please help me to fix this issue.

  • Ok. Thanks for the explanation. I will use Timer instead of wait action.

  • I created 3 functions:

    1_ control the visibility of an input layer

    2_ generates objects according to the value of the variable X

    3_ increments the level and defines a new one for the X variable

    In the first function, I use a "wait x seconds" action to control the display time of the layer and then call the function that generates objects. After the user interacts with the game, I call the function that increments the level, and in the end, it itself calls the first function again.

    My problem is that the variable seems like it never gets updated, but as soon as I disable the "wait" action in the first function, everything works perfectly. Any idea how to resolve this?

  • I'm having trouble keeping track of the hits the user has had during sequence playback. This is the code I'm using:

    + System: Pick all object

    + object: Is clicked

    + object: id = object.seq

    ----+ System: level = 1

    -----> System: Set rights1 to object.PickedCount

    ----+ System: level = 2

    -----> System: Set rights2 to object.PickedCount

    ----+ System: level = 3

    -----> System: Set rights3 to object.PickedCount

    + System: Trigger once

    -> System: Set countUserSeq to 0

    -> System: Set userSeq to ""

    -> System: Wait 2 seconds

    -> Text3: Set text to ""

    -> Functions: Call nextLevel

    -> [DISABLED] Text2: Set text to "Hello"

  • Thanks

    What indicates both the start time and the interval time is the second value. if instead of using 2.5 seconds + object.id*1.5 seconds you use object.id*4, it's the same thing, right?

  • Yes, but then it also changes the interval between the others

  • Thanks for the suggestion.

    Is it possible to reduce this time to start the sequence, but keep the same time as the display interval for the other circles?

  • Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    Could you give me a suggestion on how to display on the screen afterwards which objects the user chose, and which were the right and wrong ones, and which ones the user should have clicked on? I think that in this case I would have to compare each object generated by the system with each object clicked by the user following the right order and then display the ones that had been generated but not clicked.

    Maybe I have to use an array for this, right?

  • Thanks dop2000

    It's working.