Blacksmith's Recent Forum Activity

  • , nice game!

    Very addictive, I like its sleek simplicity. Good luck, I'm sure it'll be really popular :)

  • Hey tulamide,

    Sorry to hear that you've been in hospital, but very glad to hear that you're on the road to recovery now :)

    Don't worry about working on the series for now, just take it easy and look after yourself!

    Hope you're feeling much better soon    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • tapptil, great news!

    Thanks for the update, that certainly takes some of the pressure off :)

  • Hey Paradox,

    Check out this thread here. 's post (4th down), mentions a change to the index file, which will allow you to view your app in landscape on the web simulator!

    :)

  • LittleStain,

    I'd be happy to see a different approach, if it can help reduce my workload :)

    I was also thinking about the possibility of using an array instead. But I'll need to do a little more research on those!

    Anyway, thanks again for the help :)

  • LittleStain,

    I need to make sure each combination is made up of 3 distinct objects, a 1, a 2, and a 3.

    Each time one of these objects is clicked, it's value goes into a holding variable.

    So if the first holding variable is 1, and the second is 2, and the third is 3 (or any other variation of those three), I then add 1 to my 123combo variable, and a bonus is awarded.

    But if the first holding variable is 1, and the second is 5, then the holding variables are all reset and the sequence has to begin again.

    There are several of each object (1's, 2's, and 3's) on the layout at any one time, and each object can be selected. This means the player can chose x3 1's in a row, if they want to.

    If I use the approach you've suggested (e.g a combo variable that I add 1 to every time one of the three items is selected). It would be possible for the player to select x3 1's, or 2's etc, and still receive a bonus. But that would not be correct in the game.

  • LittleStain

    As mentioned, I'm hoping to have more than x9 objects in the finished project. Which means more combinations!

    Each one will be able to combine with a selection of it's neighbours (but not all will combine).

    There will also be many 1, 2 and 3 objects on the screen at any one time. So preventing each object type from being selected more than once, is not an option unfortunately.

    This means I need to check each time, to make sure that my combination is made of 3 distinct objects i.e. a 1, a 2, and a 3. Otherwise the player could just select 3x 1's, and score a bonus.

    Even with only x9 objects, there is no way to tell which order each object will be selected in. So it may be 1+2+3 or 3+2+1 or 2+3+1 or 3+1+2 etc. And all various combinations have to be checked for.

    All of these different checks start too expand the events list quite rapidly.

    So I just thought there might be a better way to do it, that I hadn't thought of.

    But thanks for the help anyway :)

  • LittleStain,

    Yeah that's pretty much what I already have!

    I did oversimplify my initial explanation, as I didn't want to bog down the thread with too much info!

    The problem is the event list becomes quite long when you have to check the many various combinations that exist. And that's just with x9 object, I'm hoping to have lots more!

    That's why I wanted to check and see if anyone had a better solution than using variables!

    :)

  • Effregy, thanks for your help, and the link!

    It seems like a very useful tutorial, and danuyos is clearly a skilled developer!

    However, I'm not sure it answers my question! I'm looking for a way to create bonus scores, once a player has selected specific objects!

    So for example: I have 9 objects on screen, and if the player chooses objects 1+2+3 or 4+5+6 or 7+8+9, they earn bonus points. But if they select any other combination, no bonus points.

    I've created a check using variables (which does work)! But there are so many different combinations (especially if you add more objects), that the event sheet for the checks has become quite large and complex!

    That's why I was wondering if there's a simpler/better way to achieve what I want!

    Thanks again for the help though. I'm sure that watching this tutorial will greatly improve my skills   :)

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    ashesh, I completely agree with szymek!

    Making threats is not the smartest way to say you're sorry, or ask for forgiveness!

  • Hey burningcake,

    Tried your game, and it's pretty good! Of course you've already mentioned that everything still needs a bit more work. But it's definitely moving in the right direction!

    I think the concept is good, and the characters are fun and likeable!

    The line of sight to Ouh is a nice touch. Might be nice if at the start of a level, you hold down shift (for the first time) and the camera pans over to Ouh, then back to Douh to start the level!

    Good luck with it, I look forward to seeing how it progresses   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi everyone

    I'm trying to create some combo bonuses, but I'm stuck trying to work out the best way to do it!

    I have 9 items on screen, and I want to combine x3 for different combo bonuses

    So:

    1+2+3 = combo

    4+5+6 = combo

    7+8+9 = combo

    But:

    1+2+5 = no combo

    2+3+9 = no combo etc, etc...

    I've created an elaborate and complex set of variable checks to do this, which does work! However, it seems like a very over complicated, and messy way of doing things!

    Could anyone offer a better/simpler solution to get the combo system I want?

    Thanks a lot for any help    <img src="smileys/smiley1.gif" border="0" align="middle" />

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