Another how to question

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  • I would like to know hpw to do this

    Y have two sheets of paper , one has various items listed on it, the other has six lines/

    When the player clicks on an item it goes into space one on the other paper.

    The next item he clicks on goes in space two, then three, etc, etc until all spaces are filled up.

    Then when it six is entered, a button appears to move to the next step. (This part I figured out)

    Thanks

  • you can do it behind the scenes (not visually) using 2 List Objects ~ and represent what your'e doing on screen by showing whats in your (6 line List)- ie 6 strings for example.

    once you List with 6 Lines has completed, you present your button ( and disable entering anymore items ).

  • You need some alterable values: altX, altY, lines,offsetY.
    AltX and AltY represents the x and y position where the first item should appear on the first empty space (line 1 in your example).
    The alt.value "lines" represents how many lines has been filled.
    OffsetY represents the vertical space in pixel between each line.

    You set these values at the beginning ( start of frame ). Alt. value "lines" = 0. altX, altY,offsetY: set accordingly.

    Now if you click on a item, you do the following:
    ---- set the item x,y to the altX altY;
    --- set altY to altY + offsetY
    --- add 1 to lines

    And that's it. Repeat the above while the alt. value "lines" is smaller than 6.

  • Suggestion 1:

    This might not be applicable (and most likely is not if you want gaps in your list), but a piece of logic you might want to know about is you can set at start of your action a value to 0, then perform either a fastloop a particular amount of times or each through existing active objects, and add to the list 1 per detection, then you end up with the amount of positions taken. So it always initializes to 0, and adds when necessary. I use this for example to find out if the player inventory is full. This computation is pretty inexpensive, and I even do this every second, for a bunch of different stats in my game, to keep track of total available skills, and needs, etc. of a number of "crew members" in my game.

    ----------------------------------

    So here's an example:
    *Always
    - set EXAMPLE THING to 0
    - start each loop for "EXAMPLE MCGUFFIN"

    * on each "EXAMPLE MCGUFFIN"
    - add 1 to EXAMPLE THING

    result:
    EXAMPLE THING always corresponds to amount of MCGUFFIN's.
    This is more powerful than comparing against number of objects because it allows you to scope against traits.
    For example we could do this:

    ---------------------------------------

    *Always
    - set EXAMPLE THING to 0
    - start each loop for "EXAMPLE MCGUFFIN"

    * on each "EXAMPLE MCGUFFIN"
    + exampleString of EXAMPLE MCGUFFIN is "holy smokes this is handy"
    - add 1 to EXAMPLE THING

    result:
    EXAMPLE THING is always the amount of EXAMPLE MCGUFFINS's whose exampleString was "holy smokes this is handy", instead of all MCGUFFINS.

    ---------------------------------------------

    Suggestion 2:

    If you want to move the line from the other list object to another, store the line number in a value and use it to insert at that line on the other list object. I am not sure I understood what you asked but, maybe this helps.

    ----------------------------------------------

    Suggestion 3:
    if you just want to order let's say inventory items in an inventory I would create inventory slots, with spread ID values, then always set position of item to inventory slot with ID value the same, and always spread value in the items as well. This is very easy to do, but it will always order the items in the order you created them when making the game. You need custom logic to prevent this.

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