timcs's Recent Forum Activity

  • Hi

    I am not sure if I am going about the whole process correctly so I have attached my capx file here

    https://drive.google.com/file/d/0B5zCtsJ4bwwOQVRyQWNmZ0dIY1E/view?usp=sharing

    So I am trying to load the data, if it exists, when saving it then should exist , however I am struggling to load the data into two text files and move between the records. Also how does the data get stored once the application is closed ?

  • Scrap my last post, I think I have figured this out, what I am struggling with , is how to move between the records with next an previous buttons

  • Hi again

    Trying to get my head around how to put the check in to see if the save data is there and if so to load it. I do not see the part where I can place the whole condition check if "magicname" exists then load it , as one hole condition.

  • 1) it's all about the dictionnary

    let's admit that we have two textbox

    <one> you write the english word I am

    <two> you write the french word Je suis

    Create a button that do:

    On clicked do: dictionnary -> add key -> key name = texboxone.text and value = textboxtwo.text

    With this you get

    I am = Je suis

    I need = J'ai besoin

    Or whatever you want.

    2) It's where is became easely it's a simple matcher

    If every list.selectedText = good value in dictionnary so "WIN"

    Because of the language barrier if you dont understand what i say or you thinks i dont understand what you say, you can retry to ask in another way.

    Thanks for this again, on the matter of loading the saved data back to the screen, how is this done, so it is saved using local storage , how then do I load this back when the app is started?

    Sorry for the last question was not reading your first post fully due to be very tired . Thanks again for your help hopefully this will do the trick. My only issue is to now get all of the data from my text files into this format.

  • Ok i understand your problem i struggled too the first time.

    1_ Create a dictionnary for storing your verb

    key: Manger Value: Eat

    2_ For saving the dictionnary use localstorage so

    any condition -> set item "magicname" to 'dictionaryasjson' (it's an expression)

    Now save is complete

    For loading

    1-on start of layout -> local storage check if item 'magicname' exist and get item "magicname"

    2- localstorage on item "magicname" get -> dictionnary load -> LocalStorage.ItemValue

    Not sure if it's the best method but it worked for me !

    Sorry for my english im French

    Have a nice Day !

    Casimir

    Thank you for your reply . Your English is much better than my French !!. Some questions on this and I hope that you understand where I am coming from with these .

    1) how do I store both English and French in one record ? so for instance how would I store Je suis and I am within the same record? If I cannot do this how would I go about "linking" these ?

    2) I am also building a phrase building section which currently holds a list of phrases in English and then the various versions in French . The screen currently has a series of list boxes and the idea is to select the correct section of the phrase from each of these to make up the phrase asked. So I would need to be able to hold the sections of the phrases as well as the English version and the various French versions.

    Currently all of this data in held in various text files that are part of the project and so these would eventually need to be converted over somehow.

  • Hi all

    Sorry to post a question that has been asked before , it is just that all of the posts I have read I have struggled to understand and when trying the various methods struggled to see the results.

    So my current project that I keep adding to is mainly one that I use for myself, This is an app more than a game as it is more of an educational app but you could treat it as an educational game app in some places. The part that I find long winded at the moment is adding new data to it each time. This app is used to help me learn French which I use in line with the "homework" I get from my tutor.

    This is currently done by editing a text file outside of the project, adding into the project and then having to re-compile the project each time. So the data consists of verbs both regular and irregular which are help in separate text files and hold the French and English data . Then I have other text files that hold other data for this app.

    My aim would be able to add the data to the app by creating a form entry for each section that allows me to enter e.g. new verbs both their French and English counterparts and this is for the Android platform and I would like to be able to store the data locally on the device or within the app whichever is possible. This means that I can use the app offline without having to keep connecting to a remote server.

    I have looked at the various options e.g. XML , dictionary and arrays plus localstorage and some external plugins as well but I am not seeing an obvious way to do this.

    Can someone please guide me on how to do this please. I did read through some of the tutorials but some are based on remote servers and one goes through using a web storage which I believe no longer exists.

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  • > But is it possible, for example, to make a text file that I can save and then access from Windows afterwards? E.G I make a text file with my game, save it to the desktop and then I can open it up in Notepad?

    >

    I know i am answering an old question but it might help for someone in the future,

    If you add the "Browser" object to the project, there is an action you can add to the event sheet called "Invoke download of string", which is usually reserved for downloading .JSON files for all sorts of things, now im not too sure if this feature is intended, but if you want the game to download regular .TXT with the text of your choice, simply add the string you want in the "String" box, change the MIME type to "text/plain", and replace in the filename the ".json" to ".txt", hope that helps!

    Hi GreatProgPluto

    I stumbled across this thread and your reply while trying to achieve this myself. Not sure if my goal is the same, but currently my project is to learn French and when I add new data , I have to open the text file from within the project via construct 2 add the new data save it back and then re-compile the project for my own use.

    Currently I had added quite a lot of data to these text files and it becomes very time consuming to do it this way. Can you use this method you have stated for this purpose and if so how, as I have tried to do as you have stated but I cannot get it to work

  • timcs

    Your might try this tool to install my plugins.

    rexrainbow

    Thanks, sadly when running this (had to do this as administrator to allow it to write to the construct 2 folder) it appeared to have installed but when I go and run Construct 2 it does not open and sadly does not error either

    **HELP**

    removed this plugin via removing it from the folder but I still cannot open Construct 2 even though I could before I installed it

    **UPDATE**

    Had to re-install Construct 2 before I got this to work,very strange.

  • Hi I am trying to install this plugin but if I unzip the file and copy the folder into either the behaviour folder or the plugin folder it stops construct 2 from loading if it is in the behaviour folder and errors on loading if it is the plugin folder.

    Please help

  • HI all

    Would like to test these plugins for Construct 3 as I bought them for 2 and most of my projects include them and would like to test these in 3.

    Does anyone know if the developer is going to port them over ?

  • From what I have seen... c3 is basically c2 that you have to rent. Whats the point? I feel as though I am part of a c2 community that begged for just a few simple features. Features that you sort of need to actually make a decent game (something beyond flappy phone games)... Heck, even working box2d physics sure would have been nice. We weren't asking for 3d, we were asking for the basic tools any game engine needs. (collision filtering, raytracing, collision callbacks, swept shapes, ... I could go on) Not to mention extreme scalability issues when making complex games. And javascipt is stupid for games (but thats obviously a given, a compromise that wont be changed)

    Is c3 going to address these problems? I haven't heard, frankly, I don't care because I got sick of not having the tools needed for really making a game in c2 and so dropped it.

    And I'm not someone who thinks a behavior should make my game. I program. I have rolled 3 different platform engines on my own, and a custom retro based physics behavior for c2. I just wanted basic features literally almost every other engine has.

    I've been happily using Unity for free. With c#. Why would I rent c3 when I only use c2 for simple prototypes ?

    I don't care that it is on mac (see above). I don't care that its in the cloud (see above). I don't care that it has a 3 in its name if it doesn't actually fundamentally address the major issues with making a game with c2.

    Anyone have any insight?

    I would agree on the need for collision filtering, if Construct 2 or 3 had this it would be a huge step forward plus the need to be able to move the sprite without the need of the collision polygon would also be good .

  • > [quote:ys2lnk11]Other than that from the glimpse of it so far I can only say why just Chrome? I use Opera and Firefox and it does not operate on either of these. Also I updated Chrome on my phone but this only goes to version 56 so I could not run it on that either

    >

    Thanks for the feedback! Chrome only for now as it's the only browser that supports all the advanced features we're using (nearly) out the box. If you load it in FF or Opera, it will show you what specific features the browser is missing exactly.

    We don't see any reason why other browsers wont be able to support it in the future. Hopefully not too distant!

    Tom

    I cannot open it at all in Opera and Firefox so there is no chance of testing at all there. As for my Android phone any reason why it would not open on the latest version ?

    I do hope the collision point is looked at soon because this will be a BIG selling point for me to move to C3!

    Tom

    Got the mobile device to work by using the Chrome Beta version now. Still would like to see Construct 3 to have the multiple collisions on a sprite as at the moment I am having to split the sprite up and with help from 99Instances2Go I have got to put the separate parts back together using another sprite to be able to drag them about and add the set to bounds as well as one collision set to a part of the sprite for the interaction of it.

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timcs

Member since 27 May, 2016

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