amishstripclub's Recent Forum Activity

  • Yes it does.

  • If you need an index with this plugin you simply write it in. For instance, in my personal application of this I made my first column an index going from 1 to 30 starting at the second row. I could then pull data based off an integer requesting its index position followed by the 'type' of data, which is what my top row was filled with.

    EX.

       Fish   Water   Temp

    1 Bass   Fresh   76

    2 Marlin Salt    65

    3 Gar    Fresh   74

    So if i wanted to scroll through this data I'd make a variable like:

    Position = 1

    And then call based on that:

    On layout start

         Set text to Get CSV.At("Fish", position)

    Next Button clicked add 1 to position

         Set Text to Get CSV.At("Fish", position)

    Back Button clicked subtract 1 from position

         Set Text to Get CSV.At("Fish", position)

    You would now be scrolling through the data by an index! Hope this helps!

  • Do you want it to be automated or have a trigger? In any case, I used pathfinding in this .capx to signal each sprite to go to a specific image point when triggered. After, they get to the last they leave. See if this is what you're looking for.

    dl.dropboxusercontent.com/u/174688242/cashregister.capx

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  • Link from download page is broken.

  • Awesome work. I'm working through how it operates right now but it definitely demonstrates something along the lines of what I had going in python. Thanks!

  • EDIT: I am having the most trouble with For loops. In Python I use them by defining a 'helper' parameter and using it to run through lists and dicts. I can't seem to do this Construct 2. EX:

    list = [1,2,3]

    for x in list:

        print "Hello"

    Hello

    Hello

    Hello

    Is there a way to use a for loop in this manner in Construct 2?

    Hi Community! I just plunged into Construct 2 and I'm trying to draw some kind of similarity to what I've been doing in Python recently. I've found dictionaries and a little bit of information on how to manipulate them but I can't see how to perform some of the things I did in python. Example code:

    mbeerlist = {}       

    Stout = Beer('Stout', 'Beer', 10, 95, 70, 40, 40)

    Porter = Beer('Porter', 'Beer', 10, 80, 50, 50, 30)

    IPA = Beer('IPA', 'Beer', 100, 30, 70, 90, 50)

    brew1 = Beer('unknown', 'unknown', 10, 50, 80, 30, 50)

    def rate_beer(brew, mbrewlist, amt, inv):

            global mbeerlist

            bestbeer = None

            bestrate = None

            for beer in mbeerlist:

                rate = 0

                

                rate -= abs( mbeerlist)<img src="smileys/smiley41.gif" border="0" align="middle" />['Color'] - brew.color )

                rate -= abs( mbeerlist)<img src="smileys/smiley41.gif" border="0" align="middle" />['Profile'] - brew.profile )

                rate -= abs( mbeerlist)<img src="smileys/smiley41.gif" border="0" align="middle" />['Bitterness'] - brew.bitterness )

                rate -= abs( mbeerlist)<img src="smileys/smiley41.gif" border="0" align="middle" />['Carbonation'] - brew.carbonation )

                if (rate > bestrate) or (rate == None):

                   bestrate = rate

                   bestbeer = beer

                   brew.type = mbeerlist)<img src="smileys/smiley41.gif" border="0" align="middle" />

            print 'Congratulations! You\'ve brewed a ' + str(bestbeer) + "!"

            print 'Your beer rating is: ' +str(100+int(bestrate)) + "% !"

            brew.name = raw_input('Pick a name for your brew! ')            

            Beer.beer_noprice(brew)

            print "It is now in your Beer Inventory!"

    In this, a loop compares a player made beer (a dictionary with 4 values used to define it) and compare it to a list of all the types of beers, eventually picking the beer type it was closest to. In a simplified example, it would conclude: Player beer is 30, Porter is 40, IPA is 50. Player made a Porter!

    So... Is something like this feasible in Construct 2? I've started it with dictionaries, then arrays, then sprites, but I just can't seem to get a feel for how to transition this idea to C2. BTW I love the program otherwise. It really appears to be indie game on easy mode. Thanks for any help in advance.

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amishstripclub

Member since 20 May, 2013

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