Hi Amber! Glad you like it. The card flipping is actually just a 'flip' entrance transition for that state of the object; interestingly, when you create a new state, it initially won't give you the option of adding a transition, but there's a workaround: If you cut the item from the state and then paste it back in, the entrance/exit options are enabled. Kinda weird, but it does end up working. Hope that helps!
This is a terrific activity! Thank you. Although I must say, I about went nuts with a 12-card layout! Also, nice to know about the animation workaround while in state edit. I've hit that wall before too.
Thanks Gustaf! In order to edit a card, it's necessary to select it in the
timeline, then click on the 'States' tab, and double-click one of the two
states (Normal or Opaque) - It will then enter an editing mode that allows
you to rotate and resize. Hope that helps!
Gustaf, I noticed this too. For some reason you can click on the cards and the timeline responds to show you which card you have selected, but you don't see the eight select handles surrounding the card--unless you are in the state edit and then you do see the select handles. In state edit you can then turn the card, size or even change the picture for "opaque" side of the card. Not sure why this demo has this select issue when outside of state edit.
Thanks Peggy, Thanks Gustaf! I see exactly what you're talking about, and I have to admit I have no idea what's causing those cards to require being in the state-edit mode in order to get the transform handles, definitely curious! If you figure it out, let me know!
Hi Tom,
You can increase the delay before the cards flip back over by increasing
the duration of the Timer-Mismatch object animation (click on the red
smiley face, then the 'animations' tab, then change the duration to
whatever you like!)
*Dane Hartman*
*www.dghdesign.com *
That's a good question, Tom. I would also like to have the two selected cards display for a little longer before the matched cards disappear or the unmatched cards flip back to opaque state. I think this may display longer if you were to increase the size of each of the Circle Motion paths (smiley faces) so the animation travel takes longer to complete (because after the Circle Motion path animation completes, that is what resets the state of the cards to opaque or hidden). Unfortunately, when you use motion paths inside a trigger, you cannot control the seconds duration like you can through the animation menu options (new feature option??).
Hi Peggy,
You can actually change the duration of the animation without changing the
path; just click on the object (in this case the red smiley face), click on
the 'Animations' tab, and change the duration to whatever you like! The
path remains the same, but the object moves more slowly along it.
*Dane Hartman*
*www.dghdesign.com *
Hi Dane
I did this and it worked, my only issue is you can view all 6 cards at the same time with the increased time limit, have I done something wrong?
Thanks
Thanks so much, Dane! That does work, and you solved the timing problem I was having on a triggered motion path on a different interaction too. I'm finally getting how this animation stuff works!
Question:
I would like to have more than 6 cards, about 9 to 12. However, the background layer/img does not appear to be accessible in Slide Master view. I will try and simply bring in a new background img with enough realestate for up to 12 cards to see if that works. If you have a different solutions, please let me know....Warning! I'm a newbie, if you have the time can you please translate instruction in layman's terms?
It'll probably be a challenge for a "newbe" to add more cards and copy/paste existing transitions/triggers, etc and then sync...but I'm up for the challenge.
Looking forward to hearing from you Dane...or any others who have modified accordingly.
Hi Monica!
I'm glad you like the project, it was the product of many hours playing
with states and triggers. Unfortunately, because of the way it's made,
adding cards means a lot of additions and changes to the states and
triggers... I'd like to create a walk-through, but so far haven't had time.
I would definitely encourage you to experiment with it, there's no better
way to learn! Sorry I can't be of further help, I'll post something more
useful as soon as I can. :)
All the best,
Dane Hartman www.dghdesign.com [http://www.dghdesign.com]
Hey Dane,
If anyone has a respect for time...I'm sure its us "worker bees".
Your response was a big help as it confirmed my initial observation; adding more cards means more additions/changes to the states/triggers and double the liquid java :-o
If you create a walk-through...great, awesome! We will all benefit. If not, I certainly understand.
Again, thank you for showing us/me the "POSSIBILITY". Matter of fact, I want to be like you when I grow up :-)
I've done it with twelve and I'm a newbie! You need to rotate the cards from landscape to vertical to fit 12 on the screen. It is challenging, but well worth the effort. By the time you're finished, you will have a better understanding of how this activity works in Storyline. I've made some progress on translating or explaining how this all works for my developer co-workers who also want to use this activity, but I'm not finished. The best I can explain about the Smiley Faces are that they are like placeholders that keep track when something happens. For example, MyTimer-Mismatch: This moves the red smiley face object when a mismatch occurs. This mismatch event is used later in subsequent triggers. Perhaps Dane can comment on this. Good luck!
Monica, I think if you click on a card (which does not appear to select it, but you will see that it does on the Timeline), and then go into Edit States you can rotate cards, resize, move, etc.
@Peggy, thank you so much for the quick and easy-to-understand response. I do see how to access each card via the State view...excellent! Very good to know that all I need to do to add more cards is to rotate them vertically....awesome!
I also now get the purpose of the smiley faces...placeholders makes perfect sense. I'm certainly going to experiment with this template until I get it exactly how I can use it...and thanks to you, Peggy, I can get started right away!
Have an awesome eDesign day!
Glad to hear you're having some success tweaking and expanding the project! About the smiley faces, they are actually a sort of make-shift 'functions' (like what you would write in Javascript) - The benefit to them is that you can put a whole bunch of triggers "inside" of them (by using 'do when animation completes'), and then you can 'call' that function and execute all of those triggers from within another object / trigger by telling it to run that particular animation. This saves you from having to add all of those triggers to multiple objects; instead, other objects just run the animation, which executes all of the triggers upon completion. The animation in itself is just a necessity to make this work; it serves no purpose in and of itself (which is why it's off-screen). Hope that make... Expand
Glad to hear you're having some success tweaking and expanding the project! About the smiley faces, they are actually a sort of make-shift 'functions' (like what you would write in Javascript) - The benefit to them is that you can put a whole bunch of triggers "inside" of them (by using 'do when animation completes'), and then you can 'call' that function and execute all of those triggers from within another object / trigger by telling it to run that particular animation. This saves you from having to add all of those triggers to multiple objects; instead, other objects just run the animation, which executes all of the triggers upon completion. The animation in itself is just a necessity to make this work; it serves no purpose in and of itself (which is why it's off-screen). Hope that makes sense!
Dane
Hi Dane,
I am using your cool Memory Game as a knowledge checkpoint in my training. I want my learner to continue with the next slide after completing the game, but my trigger is not working.
I placed a Next Button trigger at the Great Job! You're a winner State but is messing other triggers.
If you were wanting to add a "Next button" trigger where do you recommend I will do that (Timeline/States)?
Thank you kindly for sharing your awesome template.
Hi Silvia!
I'm glad you like the game! Unfortunately my work situation doesn't allow
me time to keep developing it or offer support for integrating it... I'm
hopeful that someone else on this forum can figure it out and share their
fix! Sorry I can't be of more help at the moment...
Dane
Thank you so much for sharing this and showing how to loop an action in storyline. This has opened an all new way of coding possibilities in Storyline.
38 Comments
Glad to hear you're having some success tweaking and expanding the project! About the smiley faces, they are actually a sort of make-shift 'functions' (like what you would write in Javascript) - The benefit to them is that you can put a whole bunch of triggers "inside" of them (by using 'do when animation completes'), and then you can 'call' that function and execute all of those triggers from within another object / trigger by telling it to run that particular animation. This saves you from having to add all of those triggers to multiple objects; instead, other objects just run the animation, which executes all of the triggers upon completion. The animation in itself is just a necessity to make this work; it serves no purpose in and of itself (which is why it's off-screen). Hope that make... Expand