graham-s's Recent Forum Activity

  • Oh, those are stupendous responses! You both totally nailed it, and boy it's a *LOT* simpler than I was going to make it.

    Thank you, that's a keeper. Gold Star to you both.

    Problem Solved.

  • I haven't done this with construct, however on other platforms it can be done by storing a file.

    When you're app runs the first time, you can check for a file (eg: firstrun.txt). If it doesn't find it, then it's the first time that it was run since installed. As soon as it has been run, you write the file out with 1 byte (Eg: 'Y').

    The next time the app runs, when you check for the file, and it will exist, so you skip the tutorial bit.

    This way, in options, if you want you can give the option 're-enable tutorial' and just delete the file so the tutorial runs next time.

  • Hi folks, quite new to Construct(3), but not a new developer.

    I'm trying to figure out a good way to handle keys and doors in Construct. Here's a scenario.

    I have 5 keys and 5 doors. Each key opens the relative # door. Eg: Key 1 opens Door 1, Key 2-Door 2 etc.

    If I walk over a key (eg:1) I pick it up. If I'm holding a key the original key gets replaced on the screen in the original spot.

    Heres a quick 'action list'.

    Player hits key 1, picks it up (Key 1 disappears from screen). Player is holding key 1.

    Player hits key 3, Key 1 shows back in its spot. key 3 disappears from the screen and player is holding key 3.

    Player hits key 4, Key 3 shows back in its spot. key 4 disappears from the screen and player is holding key 4.

    Player opens door 4. Key (and door) 4 are now destroyed, player is holding NO key. Key 4 will not be displayed again.

    -----8<-----8<-----8<-----8<-----8<-----8<-----8<-----8<-----8<-----

    Since the graphic of each key/door are different, they aren't instances. (I decided that wasn't prudent since the keys are numbered) they are all separate objects. Door1, Door2, Key1, Key2. This can be changed if needed.

    In pseudo code, I think its something like this...

    If Player collides with Key

    If Key(KeyHeld Variable).destroyed = False. -- Only show the held key if it wasn't destroyed

    Key(KeyHeld Variable).Visible = true. -- Re-Show the old key back in it's spot.

    End

    KeyHeld.Variable = Key.KeyNumber. -- Update key held to the key we just hit.

    Key(KeyHeld Variable).Visible = false. -- Hide the key onscreen that we hit.

    end

    If Player collides with a door

    If DoorNumber = KeyHeld Variable. -- If the key matches the door

    Destroy DoorNumber -- Remove the door

    Destroy Key(KeyHeld Variable) -- Destroy the key object based on the variable held

    KeyHeld Variable = 0 -- Reset the variable since we're not actually holding a key

    end

    end

    __________________________________________________________________

    Based on the pseudo code, I'm not sure how in construct to nest the checks of keys 1-5 (I actually have 8).

    I also believe I can't use Key(KeyHeld Variable) either. I couldn't figure out how to easily link a variable to an object even after several forum/google sessions.

    I hope there is enough and not too much info on the post, I'd appreciate any input for this construct NooB!

    Thank you.

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  • The demo link is broken, can we get an updated link so we can check it out.

  • I'd suggest looking at a SQL database. That way you can search/select quite easily.

  • Hey guys, Im a new developer, Ive never finished a game before but I have learned code in a beginners course of visual basic. Any advice?

    Start small.

    Write yourself a few little apps to get the hang of things.

    When you go to write the app you really want, plan it out first. Define the scope otherwise it may run away on you

  • Good Day folks, I'm a seasoned developer (business system) and a Corona coder. I was browsing other engines, and came across Construct. I was quite enamoured by its offerings, and was on the fence about buying a C3 license.

    This was mainly due to the inability to see how the build process worked for IPhone.

    Well, lucky me, it was Global GameJam weekend, and I was able to try the FULL C3 experience. Being able to see the mobile builds is enough to take the plunge, at least for a year

    So, with no further ado...

    Hello!

  • Does Platform2 handle 'ladders' (ropes/climbing) any differently? I'm quite new to Construct, and have been able to easily create a platformer, but struggled with ladders (even with a multitude of tutorials). Thought that if climbing were part of your add-on it would be a done deal

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graham-s

Member since 24 Jan, 2018

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