Can I pair one animation frame to multiple animation frames

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Post » Sat Aug 13, 2016 1:04 am

@SimoneT

Hi again! I wanted to drop in and give a little update (and yes, ask for help.. again :oops: . I wanted to PM you, but I don't have enough reputation points so here I am)

I spent a lot of time reading through the manual and tutorials, taking notes, etc. I played around (alot) with the memory match portion of my game but took a small break to work on the menus and other mini-games within the game. So, now I am back to the memory portion and need your advice.

The decks that you created with the arrays are exactly what I am looking for, but the current issue that I am running into is the number of matches and number of turns keeps resetting after each "deck" is used. I have tried to figure out how to get the matches to stay consistent and keep adding to each-right now when there are say 8 matches, the layout restarts and txtMatches returns to 0 instead of staying at 8 and continuing on with the next deck (so with 3 rotations of 16 cards, there will be a total of 24 matches-then the game will end with the final message)

I am assuming (though very blindly, and probably very wrongly) that the area that I need to change is the gMatches=gNumberCards/2. My problem is, I don't know if I am supposed to do a system action, or an action with the array itself (like sorting through each deck, and when the last deck is used the game is over type of thing).
I tried to do a for each but it caused issues (though I may have placed it in the wrong place in the event sheet). I have searched all over, and maybe I am not thinking of the correct terms to search, but I cannot find anything about how to keep score the score going (I have found tons about saving high scores, but my issues is simply carrying the score through each deck until each deck is used).

I hope this makes sense, if not, let me know. Thanks so much.
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Post » Sun Aug 14, 2016 1:20 pm

@KHC

Glad to hear from you and that your game is coming along!

It seems to me that all you need to do is add a global variable to your game (gTotalMatches), and when a match is made, you add one to that variable at the same time you add to gMatches, or at the end of a deck, when gMatches=gNumberCards add gMatches to gTotalMatches.
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Post » Mon Aug 22, 2016 2:41 pm

@SimoneT

Hello :)

First off, thank you for your time, you are just so awesome!

I went through the event sheet and tried to make the changes as you stated above (along with some other changes). Every time it goes to the next "deck" the score starts over.

I am assuming the problem is the On Start of Layout> Set gMatches to 0 that is affecting the score, as every time a new deck is shown the layout is restarted (at the end it does say restart layout) and the score is reset.

I have tried altering the Set gMatches to 0, deleting it, changing it all together and a few more things, but any time I do anything to the Set gMatches, it allows me to make 4 matches, then it flies through the rest of the decks without allowing me to select anything.

I also found, that as I try to "remake" the memory match game-following the tutorial, it won't always work. Last week I followed the tutorial 4 times before it would work for me. I am wondering if it is just because I don't have the full version yet, if it is what is causing some of these issues? I plan on upgrading soon, once life stops throwing everything my way.

Well anyway, thank you for your time again. I really do appreciate it!
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Post » Tue Aug 23, 2016 2:40 pm

@KHC

If I am not mistaken, in the tutorial, there is a "Reset global variables" in the start of layout, which I took out in my example, as well as other things I just can remember right now... One thing I am sure, you should be able to make this game within the free version, maybe just a little different.

You need gMatches to set back to 0, that is what determines if you have finished a deck or not. That is why I suggested you add gTotalMatches. Make sure that gTotalMatches does not reset at start of layout like gMatches does and make sure. I'll try to make a better simplified capx for you if I have time. I hope you can figure it out before then.
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Post » Wed Aug 24, 2016 1:13 pm

@SimoneT

Thank you for your response. I figured I was wrong with the whole gMatches thing... I just wasn't 100% sure. I am going to go back in today and play around with the event sheet, and see if I can figure this out (I really want the aha moment!!!)

I am going to try what you have suggested again (thank you for clarifying in your most recent reply as well, I know I'll understand all this eventually, but I guess it is not completely clear yet). I will work with the gTotalMatches variable and see what I can do with it, I am assuming I just missed something, or just didn't put it in right.

Thanks again SimoneT, I will update as soon as I can (and hopefully this time it is with the good news that I actually figured it out and that this program is really clicking with meh brain).


Update: AHA! Okay, so I got it working where the score and the number of turns continues on until all of the decks have been used, and gives the final message at the end (then gives the player the option to go to the next layout).
Now the only thing I notice is - each time the layout restarts, the matches and turns starts as a 0 and as soon as I make a match/play a turn the matches/turns will show the correct number (to clarify: when one deck is complete I have 8 matches 8 turns, when I go to the next deck/layout both matches and turns show 0 until I make a match/take a turn then the number goes to 9 and so on. So, I just need to find where to change this. I'll let you know how it goes.

ps. I am so happy and excited, I could just hug you!


@99Instances2Go
Thank you for your example of the game. It is similar to what I was trying to accomplish. I do absolutely LOVE how the cards, when paired, sit at an angle, I think that is so much fun and would give the child the opportunity to look at the images/words for a much longer period of time. Thank you, again! If you don't mind, I just might use something similar to this effect.. it is a really REALLY neat idea :D
Last edited by KHC on Wed Aug 24, 2016 5:21 pm, edited 1 time in total.
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Post » Wed Aug 24, 2016 3:04 pm

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