Moderators: time-killer-games, Vengeance66, Candle, reneuend, GM-Support
reneuend wrote:Like Candle said, you'll need to store the moves in variables.
If this was done in one frame, then you could use an array to store the correct combination. Otherwise, you could use a delimited string.
'as an array
combo(0) = 5
combo(1) = 3
combo(2) = 2
combo(3) = 1
combo(4) = 6
combo(5) = 4
'as a delimited string
combination = "5,3,2,1,6,4"
Depending on how you plan to build the game, will vary on how you handle the combination.
If the player is just clicking on hotspots, you would store a value for each hotspot clicked to an array or a variable and then after the 6th click you would check to see if it matched the combination.
.Ok, but there?s the pictures of the objects. You know, like in the place number one the gamer must use the object number four, and this object has to be shown in the place..
mercedes wrote:.Ok, but there?s the pictures of the objects. You know, like in the place number one the gamer must use the object number four, and this object has to be shown in the place..
Hey Dalton..
Are the objects in inventory ..Do u simply want the picture to change when they click it..or drag something from inventory over to it for it to change..?
reneuend wrote:I created a tutorial on Keyguard 4 that should be in the next "Bite by Byte" issue.
The KeyGuard method wouldn't be using the inventory to drag from, but clicking on a piece(kg hotspot) and dropping on a board square(kg hotspot).
Using the inventory idea, I'm assuming you would have 6 objects in the inventory that the user would click and drag to a hotspot.
Does the order in which the items are dropped matter? or just getting it on the correct hotspot?
Let me know, and I'll write up a quick sample on how to do it.
Yes, the objects are in the inventory. I want to drag them to the places where they have to be used. But my idea is the gamer puting all the object in any places but then when the last object is on the last place, nothing happens (if the combination is wrong), or something happens (if the if the combination is correct).
reneuend wrote:I've attached an example of one way to do this.
You would set the answer combination in the frame properties.
Note: I hard-coded my values in the subroutines. That is something I would NEVER suggest, but this is for a demo only.
Note: I only used 3 slots instead of 6, but this shows the idea of how to do it, you can change this demo to make it work for 6 very easily.
Hope this is what you were looking for!
Dalton wrote:I?ll try the tips and soon i?ll tell if it worked :
Thanks!reneuend wrote:I've attached an example of one way to do this.
You would set the answer combination in the frame properties.
Note: I hard-coded my values in the subroutines. That is something I would NEVER suggest, but this is for a demo only.
Note: I only used 3 slots instead of 6, but this shows the idea of how to do it, you can change this demo to make it work for 6 very easily.
Hope this is what you were looking for!
Lyberodoggy wrote:Create a hotspot over the closed door, going to a frame with the open door.
Go to the variables tab and make it visible only if the following variables have the value of 1 (create the variables as integers):
firstball
secondball
Create a hotspot over each hole
Now go to items editing.
Drag the corresponding balls into the holes and in the pop-up go to variables and set the variable of each ball to 1
Ok. This is my first ever youtube tutorial. It's not perfect, but I hope its good enough to get you started!
http://www.youtube.com/watch?v=1xrLS2U-pEA
If lock1 = 1 and lock2 = 1 Then
Action.GoToFrame "treasure unlocked", 2, 1
End If
reneuend wrote:Absolutely!
change the "gotoframe" command to the following on the 2 "drag inventory item" events.
- Code: Select all
If lock1 = 1 and lock2 = 1 Then
Action.GoToFrame "treasure unlocked", 2, 1
End If
You can read about this command and others at: http://adventuremaker.com/support.htm
reneuend wrote:Absolutely!
change the "gotoframe" command to the following on the 2 "drag inventory item" events.
- Code: Select all
If lock1 = 1 and lock2 = 1 Then
Action.GoToFrame "treasure unlocked", 2, 1
End If
You can read about this command and others at: http://adventuremaker.com/support.htm
if lock1 = 1 and lock2 = 1 and lock3 = 1 and lock4 = 1 and lock5 = 1 and lock6 = 1 then
msgbox "how did you ever figure this combination out!"
end if
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