bsimser's Recent Forum Activity

  • There is this sticky topic that could provide you good tricks to use.

    The main interest of getting reputation as a beginner is to hit the 500 points mark that then allows to post URLs and PMs, which allows for further communication/getting/providing help from/to the community.

    Nice. I didn't realize rep was a hurdle to get past posting URLs. Useful.

    Of course if we could just post embedded images without having to upload them somewhere then life would be easier IMHO

  • I was able to get the effect you want with this setup:

    In this case I setup the TextVisibilityPerPage variable like you did to -1. Event #2 is a touch event that you would tie to your background tile (I have it going on any touch event) which adds 1 to the variable.

    Event #3 is on the text_main object that checks an instance variable called "visibility" against the TextVisibiltyPerPage global variable and if it matches then it sets the visibility of the object.

    To set this up I created three instances of the text_main object on the page and added an instance variable called "visibility" setting it to 0 for the first one, 1 for the second, and 2 for the third. The reason why I used an instance variable is because I couldn't find a way to compare the built-in UID variable of an instance in a condition. Also actions work against the object, not the instance so when you're comparing text_main.UID you're comparing the instance but the action will work against all objects. Or something like that. When I first set it up all three text objects would appear.

    Also this just sets them to visible so you need to deal with setting them to invisible as well.

    As a side effect I found it you add another event where you're comparing "visibility" to be not equal to TextVisibilityPerPage and an action of setting text_main to invisible, it has a toggle effect, each time you tap on the screen the first one appears, then the first one vanishes and the second one appears, then the third. Probably an easier way to do this but it was an interesting discovery.

    Hope that helps.

  • Off the top of my head this isn't something that is going to be easy to do with Construct. You're talking about persisting the data for a system using some kind of access point. Since Construct is a client side system it really can't do this (at least to be able to post something to a server). There are some hooks into backend systems but you're going to be struggling for the most part to try to cater the tool to match your need when the tool really isn't built for it.

    My suggestion it that teacher/admin interface be a separate web application (written in whatever server side language you want, PHP, .NET, etc.) and an appropriate backend (MySQL, SQL, etc.). The website would host the questions that the teacher/parent create and maybe serve up data via JSON. Construct can read JSON files and turn them into data to use in a game very easily.

    I don't believe this is going to be a 2 minute or even 20 minute solution. Setting up a site wouldn't take much (a couple of days to start) and grow from there to meet whatever needs you had, then you need to write the game to use the data.

    Hope that helps.

  • First off, have you read Arrays for Beginners? (https://www.scirra.com/tutorials/307/ar ... -beginners). It has everything you need to know to create, populate, and retrieve values from arrays.

    Second I don't follow the question as you say you're trying to copy a random name from the first array to another array. You can use the firstnames.At() to get the first name value and copy anywhere you want (even using the Random() function to get the value).

    If you can post a screenshot or a better description of what you're trying to do that might help more to answer the question (if you don't find the answer on the Arrays for Beginners tutorial page).

  • It's pretty simple, answer peoples questions on the boards, post tutorials. I think buying the product will also give you rep. One word of advice, not sure why you're so focused on reputation. It's just a number. Just be a community member and contribute constructively (no pun intended).

  • Here's how I would do it. Seems to work. Attached is the image for the setup.

    Basically the setup is this. Create a variable to hold the SpawnRate. This is the rate your enemies will generate and is based on your needs. 100 per minute or whatever. Whenever your score changes (event #3 in the image) you set a variable named SpawnRateModifier to your Score % 5 (using the modulus operator). This will return 0 if your score is divisible by 5 (so 5, 10, 15, 20, etc.). You also set a value called CheckSpawnModifier to 1 (more on this below).

    Then every tick (event #2 in the image) check two conditions: Is SpawnRateModifier == 0 (in other words, is the score divisible by 5) *and* is CheckSpawnModifier == 1. If it is then you do two actions. First, change CheckSpawnModifier to 0. We do this because we're doing this check every tick. If we didn't set this value and check it on every tick, the second action would keep firing the entire time until the score changed. Then for the second action we add 10 to the SpawnRate.

    So running this, after a few seconds when the score hits 5, the spawn rate is increased to 110 and stays there until the score reaches 10 at which point the SpawnRate is 120.

    Obviously you won't be changing the score every 2 seconds like I did in the demo so it's best to have a function that you call to modify the score and setup these variables at the same time. You can also create variables for SpawnIncrease (instead of a hard coded value) and add that to the SpawnRate.

    Hope that helps.

    Enjoy!

  • Hi guys,

    I have a game where there are 25 screens of maps (the user only sees one screen at a time but they're all connected) and each screen is 20x15 tiles. I started building it with a tilemap then copy/pasted it but now just wondering what's the best approach.

    A single tilemap for the entire game (5 screens wide by 5 screens high = 100 tiles by 60 tiles) or one tilemap per screen? I know the tilesets are optimized but does the system optimize across multiple tilemaps in a layout? Does it matter?

    Thanks!

  • Hi guys,

    Just a note that I haven't posted the code yet. I live in a town named High River in Alberta, Canada and the town was flooded out last Friday. We're doing fine but living in our trailer right now as the own is on military lockdown and I have limited access to internet.

    Thanks

  • Agreed. The other problem with SVN merge is that it's not smart. If you copy a layout it doesn't know to copy the event sheet that's associated with it. Or a sprite with the animations. It only operates at a file level generally.

    Just a quick update I'll post my first cut of the tool on github this weekend (RealLife 1.0 has got in the way this week).

    Thanks.

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  • Not to state the obvious but I was looking through the manual and found the Kongregate plugin page (https://www.scirra.com/manual/136/kongregate) however it's blank. Is there any documentation on this plugin?

  • Like said SVN is fine but it's a lot of merging and manual effort to do something like bring in elements from one project to another.

    I think I get what the intent is here and it's not about project file merging it's really "there's a sprite and a background and a layout I want from project1 that I want to use in project2" and how do I get it?

    Will post code shortly that will do this for you.

    Thanks.

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bsimser

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