ronm's Forum Posts

  • Hello Sisyphus:

    Excellent! Thanks very much for that example... you saved me a lot of time...much appreciated.

    I think I've got it figured out now.

    RonM :- )

  • Hello: I have 7 drag and drops, if they are all 'completed' I'd like to show a text message stating that, then offer the user a button to 'restart' the game.

    Is there any type of system variable that can detect if all drop/drops are completed, or do I need to use a var to tabulate a total score and go off of that?

    Also if I create a button called 'Restart' is there an event I can use to reload and initialize everything to restart again? I'm a newbie here... maybe I missed this but I'm thinking perhaps C2 has a built in function to 'start over'.

    Thanks!

    Ronm

  • Hello:

    I have a number of interactions which are mostly drag/drops with feedback, and some are drags/drops that have some simple mathematical formulas. These are developed in another (older) language and need to be ported to HTML5. They are for a training course (most are related to food safety), not a game, and their purpose is not entertainment but to allow the user to apply the concepts just learned - for instance by heating a food dish to the safe temperature and cooking it for 15 seconds before serving it. So in that instance the user would need to drag a chicken to the oven, adjust the oven to the correct cooking temperature, then cook the chicken for at least 15 seconds once it has reached the safe cooking temperature, etc.

    I'm playing with the C2 demo and really like it but not sure if its worth my time to learn it to do these interactions, although I may do the simpler ones myself. The interactions need to run in HTML5 at 800 X 600 screen size but that should be able to scale up or down.

    I'm attaching a zipfile which contains several Jing SWF's which should convey what the interactions do. Right now I'm just looking for some ideas on what if would cost to reproduce these with C2 (or similar) in HTML5. I'd prefer to work with someone registered on oDesk who has substantial experience with C2 (or similar) doing interactivity at this level or higher. I haven't purchased C2 yet and don't have enough points to post my email I don't think, so hopefully you can PM me.

    Thanks

    RonM

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  • OH OH I see I cannot post URL's or email addresses, OK for now.

    Stuck again... things going smoothly to this point.... I've create a sprite that has 7 animation frames. Following the previously sent example closely, I'm loading 7 instances of this sprite (really text labels) with each set to start at a different 'initial frame'. Each has a different 'start_x' and 'start_y' value. The text labels are loading properly into different positions on the screen, but after the last one loads all of them are changing to the last one - so I have seven identical labels on the screen. I don't know if the 'initial frame' for each is being changed to the 7th or if something else is going on. I've matched the settings almost identically to the demo you sent me and really don't see any difference... but obviously I'm missing something important here.

  • BTW Minor - is there some way I can contact you privately? I don't have enough 'points' to do so via the forum, my email is

  • 'Choose' - hmm... haven't heard of that.... thanks I will try that.

  • Hello Minor:

    Thanks very much for that file! I've learned a lot from it, still need to dissect it a bit more.

    A few more questions if you don't mind. I need to have the user drag about 8 text labels to 'hot spots'. Is it better to create 8 text sprites and 8 hotspot sprites, or would it make sense to do what you have done and create one sprite in the editor that contains 8 frames, and put a different text label on each?

    Also when the tag is properly dropped the text feedback that is given - is there some way I can randomize that feedback... ie 'good', 'right', 'correct', etc? Is there any way to use a list or array in C2?

    Thanks again

    RonM

  • I'm new to Construct 2, I'm trying to implement a fairly simple drag and drop. On the left of the screen, there are 8 text sprites. On the right of the screen is a product label - the user must drag the correct text sprites to the correct position on the product label. If they release the text sprite in the wrong position, it should snap back to the left of the screen. If its in the correct position, it should get them positive feedback.

    I have the text sprite loaded and draggable. but I don't know how to evaluate a condition when the mouse is released. I am planning to put a full screen sprite on the lowest layer - if the text label is dropped there it should snap back to the left of the screen. On one layer above that I'll put 'target' sprites for each of the text labels, and if they are 'overlapping' when the mouse is released I would like to set the text X/Y to position it properly on the label.

    At this point I'm stuck on evaluating whether the user has dropped the text label over the correct sprite. Can anyone tell me what I should be using to evaluate that condition? I'm thinking something like this: "IF textLabel1 is overlapping TextLabel1Target THEN "good work!" ELSE snap it back to the labels start position"

    Any tips appreciated. Thanks

    Ronm

  • I was just testing on a desktop computer, the game was running inside (embedded) in an HTML5 elearning app page. Everything is normally fast on this machine.

    RonM

  • Hello - I'm new and just evaluating Construct 2, I'm not a gamer (sorry to say that here!!) but really interested in building other types of interactions for training purposes with this tool.

    So far I'm very impressed with Construct 2 and motivated to do more. I've just completed the 'Beginners Guide to Construct 2' tutorial 'Ghoster Shooter' by Ashley (well written, Ashley!) and have run the game embedded within another html5 application.

    It bogged down however, and seized up, which I might have expected from Flash but not html5. I'm wondering if the system 'ticks' at 60 per second is doing this... I don't see a way to reduce the ticks but I might be missing how. I'm a bit concerned that this is a very simple game with no sound being used and it seems to be starving the memory. Is there anything I can do to try to reduce the memory issues?

    Thanks

    ronm