bad_wolf's Forum Posts

  • Hello Winkr7,

    Thank you for your reply, which I do appreciate. To give you an idea, please take a look at the following image:

    In the top display area (the blue frame), the question is how. The four green objects in the under section, are the options given of which one is the correct one. Behind the first green object, you see a blue frame. This object is invisible until the player choose an answer. On that moment all four option objects become invisible and the correct answer object, become visible.

    So the player click one of the option sprites (which have all the same name with different UID), the options disappear and the correct answer frame shows up.

    My problem is that cannot access each individual object inside the sprite group. I need to find a way to tell the correct answer to show/hide and the same for each of the four option objects.

    I do appreciate your reply. Thank you again for looking into my problem.

    Kind regards,

    Chris

  • Hi All,

    I will appreciate it when you can help me with the following problem:

    I have a group of sprites called "sprOptions". This group contains 4 sprites with options and 1 solution. These are the UID's of the sprites:

    Option A: UID=15

    Option B: UID=16

    Option C: UID=17

    Option D: UID=18

    Solution: UID=19

    From the moment the player clicks an option, the options (A to D) has to be set invisible and the solutions sprite has to be set visible.

    When I set the visibility for sprOptions to invisible, then in a sub-event use "Pick instance with UID 19" and add the action "sprOptions" Set visibility to Visible.

    When I run the layout, everything is invisible. Also for later actions, it is very important to reference each sprite within the sprite group sprOptions.

    I ask myself, is it not better to create 5 sprites, for example:

    sprOption_A

    sprOption_B

    sprOption_C

    sprOption_D

    sprSolution

    It is easier to keep track of, however I use the former structure because I can change the frames at one place for all 5. For example, changing the border from green to blue is just selecting the blue frame for all of them.

    Please, can you tell me what I do wrong and how I properly select each individual sprite by UID.

    Thank you so much!

    Chris

  • Very true, users of Construct 3 can be the best ambassadors. To start, I created a topic about Scirra Construct 3 at the If Not Nill forum, which is primarily ex-Xojo developers.

    If you are interested in my post there, you can click the following link:

    https://ifnotnil.com/t/scirra-construct-3-c3-a-new-way-of-game-development/3549

    If you have anything to share, you can create a reply on the Construct topic or start your own. However, to do that, you need to be registered.

    Maybe when there is enough interest, we can ask for our own Construct category.

    I hope this helps spread the word about Construct. Construct is an excellent game development environment.

    I wish you a great day!

    Bad_Wolf

    (not so bad once you know him)

  • I did it years ago with the example "Falling Blocks" game, so it is possible. Regretfully, I can't remember. I think there is somewhere a tutorial about it.

  • Thank you so much Wacky Toaster, for your help.

    The file I shared is the latest version but is not working as expected.

    This is how it should work:

    The next room should only be visible when the player goes over the teleport object. Then the room is changed to the next one, and the player is standing in the doorway.

    When I move the player push by push, he is pushed back by the teleport object.

    The whole labyrinth consists of 7 sub-labyrinths, which contain 12 chambers each. Those chambers are invisible to the player when he is not in the chamber. So only the chamber the player is in must be visible.

    Each sub-labyrinth is one layout, so there are seven layouts to accommodate the labyrinth.

    I think I have to go back to the drawing table and design a better method to change rooms.

    Thank you for your help which is much appreciated.

    Chris

  • Hi again,

    I forgot to add that every sprite is 48x48, and the viewport is 768 x 480 (W x H). I do not know if I have to move the viewport to the next room in code or by teleportation; the viewport will move automatically.

    Thank you again for helping me.

    Chris

  • Hi All,

    Can you please help me with a kind of teleport problem?

    A few weeks ago, I downloaded a C3 file about a teleportation system (thanks to developer Alextro), where when the player touched one door, it came out at another.

    Today, I implemented it in my own game I am creating. Here is the link where you can download my game:

    https://drive.google.com/file/d/1cOuRLUAnWId1lSV26sEzc31U4PiZZz-Q/view?usp=sharing

    When the player tries to leave the first room and touches the (orange) sprTeleport object (which in the final game should be invisible), it comes out again in the first room (should come out in the second room).

    I looked for hours which could be wrong, but I could not find anything.

    Please, can you tell me what goes wrong with my version of the teleport?

    I thank you in advance for your efforts to help me, which will be very much appreciated.

    Chris

  • alextro,

    Thank you so much for your teleportation solution. Exactly what I was looking for for my labyrinth game.

    Chris

  • Hi,

    Just found the complete FreeBundle on my old laptop. So my problem is solved.

    Have a lovely weekend,

    Chris

  • Hi All,

    Please, can you tell me where I can download the C2 (Construct 2) Freebundle.zip file? I just installed Construct 2 again for just downloading that file. However, the only file I can download is the MediaBundle.

    Thank you so much in advance.

    Chris

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  • Hi Joeb12,

    The example I give you here originate 3 years ago and was suggested by Dop2000. I only modified it a little. Here is the screen capture of the code I modified:

    Just place a "Text" object on your layout and name it "txtClock".

    I hope this helps.

    Chris

  • Hi all,

    Based on the experience of my own thinking, it seems that how much a person thinks "out-of-the-box" is determining the limitations of C3. This probably sounds strange, but often comes true.

    In the past weeks, I regularly got stuck and looked for hours to get unstuck. My first reaction was to blame a bug or limit in C3. In the second look at the problem, I started to see where I could be wrong or misunderstood something.

    On all occasions, even the one I was convinced it was a bug in C3, finally, it was my own limited thinking or lack of knowledge (sometimes I like to run before I can walk) which was to blame.

    In my opinion, whatever environment you use, your own creativity combined with the level of abstract thinking determines the limitations of any development platform.

    Unesteemed the way we develop (Procedural, OOP or visual like C3), what we do is a "craft" and an "art". Not the tool (C3 or anything else) but the person behind the tool is responsible for the final result.

    I do agree, C3 has its limitations, but it is up to us to use those limitations to make great games. In my case, this is a real challenge because I cannot use C3 as often as I wish. Nevertheless, even with very limited time, you create something wonderful in the end when you pursue your goals!

    Happy "game-creation" in C3!

  • When announcing Animate, the blog mentioned that this could be used also for animated objects for course creation.

    On that subject, can Animate do the same as CreateStudio can do?

  • Hi Lionz,

    Thank you for your help, which solved my problem completely.

    Have a lovely weekend!

    Chris

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