KHC's Recent Forum Activity

  • dop2000 "When player clicks an answer, you simply check if question.AnimationName=answer.AnimationName"

    I am a little confused by this. How do you specify which animation name you are referring to? I guess, how does the system know which animations I am comparing

    Would you mind typing out a line or two as an example please? Not a capx or anything, just something simple as a guide.

    Thanks for your help, you're awesome!

  • "You select an answer and then players should click correct questions?! This is some broken logic! :)"

    Well, thing is: the FITB capx was the original. So I wanted to take that and pretty much do the opposite (but, because I did it in a lazy way, without renaming and such, it does seem like broken logic.It makes sense in my head, sort of ha!). Really, it was that i wanted my sprites to work opposite in the ID capx than in the FITB capx.

    I will try what you have suggested. In the past I have asked for help matching, and always was told to use arrays. As easy as your suggestion sounds, if I cannot figure it out after a couple of days, would you mind posting a capx? Not now, of course, just if i get to the point of ripping my hair out? ;)

  • Dop,

    Apologies, I opened an email stating you sent me a pm, but when I click the link error 404 comes up. I will go ahead and just post both capx here instead of emailing.

    The first capx titled FITB-share is a project that is working perfectly. It is a "beginning" sounds game, in which the player matches the beginning letter with the matching letter. The sprite containing the "Question Images" is QuestionSprite, while AnswerSprite holds the "Answer Images"

    The capx titled ID-share is similar, though there are differences:

    • click on SpriteQuestion, instead of SpriteAnswer
    • SpriteQuestion drops from top to bottom, while SpriteAnswer stays in one spot
    • And of course, the problem I am having: SpriteQuestion should never change; there should be a random animation frame from SpriteQuestion that appears (with 4 sprite spawners,there should be 4 different images)-I want them to repeat, but I don't want all the images the same (which you will see they are with the capx I post)

    It is all set up to match, it is just the darned images all come up as one image. If I enter certain code, like (random),int(random), or floor(random) the images go haywire.

    Thanks again for your time, you're awesome! :D

    https://www.dropbox.com/s/spc47bipku0516m/FITB-Share.capx?dl=0

    https://www.dropbox.com/s/n7x9j3v2beu1x9c/IDPractice-share.capx?dl=0

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  • I see that a few posts have been deleted as well, but when I go through my personal messages all the old pop up and not the new. So...

    I am not sure if you happened to see what I said before, but the images are random (perfect) but now the letter is not matching with the corresponding picture (beginning sounds). Would you mind if I send you a pm with a different capx. One that will maybe help you understand what the capx I sent is trying to do?

  • Hello Scirra Universe!

    Let me start by saying that I am currently using the free version, once this issue is resolved, I can finally buy the full version (yay!)

    I have a question, which I am completely embarrassed about having to ask (especially because it is probably something stupidly easy). I just cannot figure it out no matter how much I play around with it or how much I search on the topic, but here it goes:

    I have this lovely template that was posted quite a while back, that allows me to make a quiz-type of game. I was able to use it just fine for one of my level types, but now I am having an issue with my next level type.

    I have two sprites: QuestionSprite (22 frames)

    AnswerSprite (2 frames-current level)

    (The sprites are linked through arrays: ArrayTrivia,

    ArrayCorrectAnswer, ArrayQuestionOrder)

    In my previous level type, QuestionSprite would appear, and the player would click the AnswerSprite that matched the QuestionSprite. After each click both the QuestionSprite and AnswerSprite would change animations.

    For my new level type, QuestionSprite will be spawned from 4 different spawn points, each animation will be random, and will move from top to bottom. When AnswerSprite shows an image, player will click the QuestionSprite that matches. AnswerSprite should continue randomly changing animations, while QuestionSprite should never change.

    So here is my problem: QuestionSprite won't come up randomly, at all, no matter what I try. Every animation coming from the spawn points is Animation 0 (so instead of seeing different animations, its all the first animation in my sprite). I have tried using random(does nothing), int(random) (flips through animations too fast to see them), choose (which I knew wouldn't work, but what the heck right?). Also, if I try .width on any of them, or .animationframe, it either flips through too fast, or creates issues with AnswerSprite and QuestionSprite matching.

    I have been working on this for a while now (too long to say, because I am really ashamed I couldn't figure it out). If anyone out there could help me, I would appreciate it more than you could ever imagine! I look forward to hearing something soon (hopefully ) Thanks!!!

  • alextro

    Thank you for your example, the non-English content is just fine (Google translator is a wonderful tool hehe). This example is great, as I can actually see what is happening within the project. Again, thank you, this teaches me a lot, and helps me understand more for what I need!

    cristiart

    This example is lovely, thank you very much. I was unsure exactly what you meant, but now I get it (more so than before anyway). I will explore more with your suggestion to get my project where it needs to be. If I have more questions I will ask, as long as you don't mind. Thanks again, you have been a huge help!

  • cristiart,

    Thank you for your response. I apologize, but I don't know if I fully understand your advice as far as the "array object and load file." I am somewhat comfortable using arrays (though I will be rereading through the manual and tutorials on arrays again) but I am not sure what you mean by load file. If you wouldn't mind, could you elaborate for me please?

    As for the array object, would X = MAIN IMAGES and Y= ANSWER IMAGES? Also, if I end up using an array, will it be with one single sprite with both the "question - or MAIN IMAGES" and "answers - or ANSWER IMAGES" or will I use two separate sprites- one for the MAIN IMAGES and one for the ANSWER IMAGES?

    My apologies for these noob questions. I tend to be more of a visual learner, so when I don't have visuals, I tend to ask for as many details as I can get. I am really trying to comprehend, but some of this just seems super complicated (at least for now it does).

  • Hello Scirra Universe! I am dropping in, hoping that someone can help me with a little issue I am running into.

    I am somewhat new to Construct 2. I have worked over the past few months on the first part of my game, so I am getting more comfortable with the program, but I am still foggy on certain things, and how I should make those things work. Pregnancy brain does not help

    Today I am here to ask, how do I create a match while having a random multiple answer option. (One main image to 4 answer images, only the answer images can be chosen, never the main image, but at least one of the answer images should match the main image)

    Example of what is seen in my game:

    So, my question is this: How to I get the letter C to match with CAT, and when the letter C is selected to have the system read that it is a match. Do I need more than one sprite (say MAIN IMAGE is sprite1 and ANSWER IMAGE is sprite2; if this is the case, how do I ensure matches between the two sprites?)

    In the memory match section of my game, I had one sprite with multiple animation frames and multiple animations (to loop through all of the images I wanted to use in that particular level). I used the following (thanks to SimoneT) to make matches:

    .

    So, animation frames 0-5 would be my pictures - ant, apple, airplane, anchor, angelfish, arrow and 6-11 would be the letter that matched a a a a a a, 12-17 were my next pictures- bat, bear, ball, banana, bed, bee and 18-23 were the letter that matched b b b b b b. (this is backward from the event sheet I've shown, but this worked easier for me).

    I thought to use this method for the question I have today, but I am not sure how to make it work with only one sprite (I don't want the player to select the MAIN IMAGE ever, it should not be possible to click it, but if I give that sprite the action to be clicked for the ANSWER IMAGES, won't that part also be able to be clicked?)

    Any help would be greatly appreciated. I have spent the last week looking for possible options to learn from. So far I have found some neat ideas, but those specific ideas would be more of a drag and drop to the correct answer, when I want mine to flip through as the answer is chosen, similar to the games Logo Quiz, or Guess the... trivia only instead of typing in the letter word, the player would choose the correct letter (or image).

    Thank you in advance! Again, I do appreciate any help I can receive!

  • SimoneT

    Thank you for your response. I figured I was wrong with the whole gMatches thing... I just wasn't 100% sure. I am going to go back in today and play around with the event sheet, and see if I can figure this out (I really want the aha moment!!!)

    I am going to try what you have suggested again (thank you for clarifying in your most recent reply as well, I know I'll understand all this eventually, but I guess it is not completely clear yet). I will work with the gTotalMatches variable and see what I can do with it, I am assuming I just missed something, or just didn't put it in right.

    Thanks again SimoneT, I will update as soon as I can (and hopefully this time it is with the good news that I actually figured it out and that this program is really clicking with meh brain).

    Update: AHA! Okay, so I got it working where the score and the number of turns continues on until all of the decks have been used, and gives the final message at the end (then gives the player the option to go to the next layout).

    Now the only thing I notice is - each time the layout restarts, the matches and turns starts as a 0 and as soon as I make a match/play a turn the matches/turns will show the correct number (to clarify: when one deck is complete I have 8 matches 8 turns, when I go to the next deck/layout both matches and turns show 0 until I make a match/take a turn then the number goes to 9 and so on. So, I just need to find where to change this. I'll let you know how it goes.

    ps. I am so happy and excited, I could just hug you!

    99Instances2Go

    Thank you for your example of the game. It is similar to what I was trying to accomplish. I do absolutely LOVE how the cards, when paired, sit at an angle, I think that is so much fun and would give the child the opportunity to look at the images/words for a much longer period of time. Thank you, again! If you don't mind, I just might use something similar to this effect.. it is a really REALLY neat idea

  • SimoneT

    Hello

    First off, thank you for your time, you are just so awesome!

    I went through the event sheet and tried to make the changes as you stated above (along with some other changes). Every time it goes to the next "deck" the score starts over.

    I am assuming the problem is the On Start of Layout> Set gMatches to 0 that is affecting the score, as every time a new deck is shown the layout is restarted (at the end it does say restart layout) and the score is reset.

    I have tried altering the Set gMatches to 0, deleting it, changing it all together and a few more things, but any time I do anything to the Set gMatches, it allows me to make 4 matches, then it flies through the rest of the decks without allowing me to select anything.

    I also found, that as I try to "remake" the memory match game-following the tutorial, it won't always work. Last week I followed the tutorial 4 times before it would work for me. I am wondering if it is just because I don't have the full version yet, if it is what is causing some of these issues? I plan on upgrading soon, once life stops throwing everything my way.

    Well anyway, thank you for your time again. I really do appreciate it!

  • SimoneT

    Hi again! I wanted to drop in and give a little update (and yes, ask for help.. again . I wanted to PM you, but I don't have enough reputation points so here I am)

    I spent a lot of time reading through the manual and tutorials, taking notes, etc. I played around (alot) with the memory match portion of my game but took a small break to work on the menus and other mini-games within the game. So, now I am back to the memory portion and need your advice.

    The decks that you created with the arrays are exactly what I am looking for, but the current issue that I am running into is the number of matches and number of turns keeps resetting after each "deck" is used. I have tried to figure out how to get the matches to stay consistent and keep adding to each-right now when there are say 8 matches, the layout restarts and txtMatches returns to 0 instead of staying at 8 and continuing on with the next deck (so with 3 rotations of 16 cards, there will be a total of 24 matches-then the game will end with the final message)

    I am assuming (though very blindly, and probably very wrongly) that the area that I need to change is the gMatches=gNumberCards/2. My problem is, I don't know if I am supposed to do a system action, or an action with the array itself (like sorting through each deck, and when the last deck is used the game is over type of thing).

    I tried to do a for each but it caused issues (though I may have placed it in the wrong place in the event sheet). I have searched all over, and maybe I am not thinking of the correct terms to search, but I cannot find anything about how to keep score the score going (I have found tons about saving high scores, but my issues is simply carrying the score through each deck until each deck is used).

    I hope this makes sense, if not, let me know. Thanks so much.

  • SimoneT

    You are AMAZING! Thank you so much (again hehe). I appreciate your help more than you could know! I did think about pm'ing you, but I didn't want to be "that girl" -- you know, the creepy one that forum stalks lol. If you don't mind though, I might just do that in the future

    I looked at your CAPX, and it covers my question perfectly. I am going to use this (while going back through and reading through the manual, take my notes, etc... like I am a student all over again) so I can come to a complete understanding of everything that I have learned-and not learned-so far, especially about arrays.

    It might be a few days before I post again, since I am studying the manual before proceeding, but I will let you know how things are going! Thank you again, so much. If I could hug you through my computer I would!

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KHC

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