dk865's Recent Forum Activity

  • Hey everyone! I'm currently working on my Planet Clicker game and could use some help with a specific event:

    + System: Every tick

    + Price: Matcher = Coins.Matcher

    + Coins: Matcher = Price.Matcher

    -> Price: Set text to Coins.PriceDisplay

    I've set a unique instance variable ("Matcher") on both a Sprite Font (named "Price") and a Sprite (named "Coins"), with each having the same unique number shared between one Price text object and one coin. The goal is to update the Price text every tick to display another string instance variable on the Coin called "PriceDisplay" (that is set every tick to the "Price" number variable on the coin so that I can use "Price" for calculations, and "PriceDisplay" for text Input.)

    Additionally, I've implemented logic for when the coin is tapped or clicked to perform calculations:

    + Mouse: On Left button Clicked on Coins

    + Coins: Price ≤ Coins

    -> System: Add Coins.CPSAdded to CPS

    -> System: Set CoinClickAmmount to Coins.ClickMultiplier × CoinClickAmmount

    -> System: Subtract Coins.Price from Coins

    -> Coins: Set Price to Coins.Price × Coins.PriceMultiplier

    -> System: Add Coins.ONECPSadded to OneCPS

    -> Audio: Play PurchaseComplete.webm not looping at volume -10 dB (stereo pan 0, tag "")

    -> VariableSetter2: Start Timer "Purchased" for 0.5 (Once)

    Now, when transitioning to a different shop layout, the text boxes only display "Price," which is the default text I've set in the layout editor as the text. They are supposed to dynamically change every tick based on the game logic. Both shops share the same event sheet, and all text boxes have unique numbers matching the coins Matcher variable. However, they are not being updated to display the correct text at every tick or at all. I've debugged the layouts, and the matchers seem correct, and the Price display is correctly set to the price, but the text boxes remain unchanged.

    I apologize for the lengthy post, but I would greatly appreciate any help or insights anyone can provide!

  • Hello Everyone!!! I just released my game that took me over a month to make. It is called Planet Clicker. At first when I released it, it was decent quality, however, it had some ugly default html buttons in it, and a little checkbox in the corner to select to load a game rather then start a new one. All of those ugly impurities have been improved, and there are now many sounds too! I removed all of the default things and replaced them with nicer things. Now, you can also use the spacebar! Check it out! https://www.construct.net/en/free-online-games/planet-clicker-62046/play

    Thank you all for supporting me!

    -dk865

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  • It depends: Touch with mouse input enabled can work if all you need are left button clicks and drags. If you want something like detecting the mouse cursor hovering over an object, you still need the Mouse object for that, as the concept of hovering doesn't apply to touch input, or if you want to make use of middle/right clicks or the mouse wheel.

    Thanks. I have am making a Clicking Game (what I have so far here) and use mouse for things like hovering, but I have a text button that when you click on it, it goes to different layouts. I was wondering if I needed to use mouse and touch for it to work, but you answered my question! Thanks a million!

  • Hello guys! I am wondering if I need to use Mouse and Touch events on an object to add compatibility for Computers and Mobile, or if I'm fine with just touch. I know touch works great for my computer which has touchscreen, so I'm wondering if it works for all computers so I don't need to include mouse for a lot of stuff Thanks.

    Tagged:

  • Hello Guys! I want to make a midi visualizer in Construct (free version) and I need to be able to use midi in connections, or at least be able to read midi files, and take action based on the notes at certain times. I saw this https://www.construct.net/en/game-assets/addons/web-midi-3318 in the addon store, but it costs 12 dollars, and I want something for free. Does anyone have any ideas? Thanks.

    Tagged:

  • Hello! As the name states, I would like to make an Autoclicker Detector using Timers, or anything else that will work with little events. I am making a clicking game, and it speeds up the game to a far more then reasonable beating time if you use an autoclicker. I tried using a timer, but on my second click no matter what, it takes me to the autoclicker detected layout, no matter how long apart. Here is what I have:

    Can anyone help me?

    Thanks.

    -dk865

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  • > > Hi guys,

    > >

    > > following my situation:

    > >

    > >

    > >

    > > I would like to add an event in which, when I touch after the first time, before creating other random objects, it destroys the ones created previously. How can I do this?

    >

    > Here is what I have done.

    >

    > https://drive.google.com/file/d/1jV2HO8ZiJ3i07_x31O3q9RWY9kyBt7Tb/view?usp=sharing

    >

    > I made it so that when you click the button, it will call a function to delete the previous things, wait 0.0001 (or something like that), and then create new cards. The problem with the code you uploaded was that it would have the old cards underneath, so if there was a link, it would try to take you to all of the previous card links at once. I also added a ripple effect (or 3) so the user can tell when the hit the button, you can choose which one you like best, just make sure when you change it, you set it to start at the last frame (so it won't start before the user clicks the button). If you don't like any of the animations, then you can just change it back to the regular button.

    >

    > I'd also suggest, that you push all the different pictures into one card, then just change the animation to a random one. That way, if you don't have the full version, you can save events.

    >

    > Start by adding a instant variable, that is named, "GoTo" and have the system change the variable on the card depending on the name of the animation. Then all you need to do is add a event, "Mouse - On Object Clicked - Cards -- System - Go to layout (by name) - [Name_Of_Cards].GoTo"

    > also, "System - Every Tick -- Cards set value - GoTo - Cards.AnimationName

    >

    > Note:For the instructions above, you can replace "Cards" With whatever you want the name of the cards to be. You also would need to have the layouts named 1, 2, and 3. The animation names would also need to be 1, 2, and 3. (Eg. Naruto's animation would be 1.)

    >

    > Updated File: https://drive.google.com/file/d/1QAoAPzNon6soLiAp4hL71q0RCyX5doKI/view?usp=sharing

    Hi, really thank you. I think it is an excellent work. I will start from that to go on. I think I will try to replace the objects with frames and animations in one object, because I want more or less 100 different cards. Also the short game is pretty cool. Thank you again :)

    Thanks! Glad to help!

  • Here's an example on how the game can run (I spent 10 mins on the levels, you can replace them.)

    https://drive.google.com/file/d/1lWutfDFUYMsKRhbZdL96NhB8xiMK8fDD/view?usp=sharing

    The game works so that after you click the blue button, The blue button goes away, and two random cards are selected. The player will need to choose on of those cards, and each one will take you to a level (Naruto = 1 Sakura = 2 Sasuke = 3) then after the player completes the level, he will be taken back to the home screen, to click the button again. Every time the player completes a level, it adds 3 to each card (Naruto = 4 Sakura = 5 Sasuke = 6), and after they choose a card, it will take them to a new level (the layout names are 1,2,3,4,5, and 6. However, if the player picks Sasuke both times, they will be prompted to complete levels 3 & 6 because 3 + 3 = 6, but if the player picks Sakura both times, They will be prompted to complete levels 2 & 5 because 2 + 3 = 5.) I added the levels just for fun, so you could play them, but you won't be able to go past 2 rounds because 1 + 3 + 3 = 7, and I only have 6 level layouts, but you could keep adding to this forever! And if you can't figure out how to solve a level, just press "H" and it will reveal a path to the finish. I also just added the cards to show what one was selected, because if the player would click on the card again in a level, it would take them to the next level.

    I hope this works for you! Also, if you don't like the code and stuff I put in this one, just download the other one that I put.

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dk865

Member since 14 Apr, 2022

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