A while back, before I discovered Thunkable, I created a template for another user who hired me to create a Simon-like game. He had the game design ideas but I coded the basic system for him and then he expanded on it. It was called Light the Way:
Simon is a good jumping off point for figuring out how to sequence code, how to respond to inputs, and how to check for win/lose events. Can you win at Simon, though? Anyway, I think most users here aren’t using Thunkable to create games but I’m curious to see what variations people come up with.
Good question! I’m mainly interested to see how folks approach the “play/record” functionality, but going forward we might need something with a definitive “game over” condition
Here’s my submission for this WDC! Had made a basic version of this earlier, but it was pretty buggy. Fixed it up for this WDC, gave it some semblance of UI, and gave it added functionality. Here’s my SIMON: 290 blocks and 2 screens’ worth of wayyy too much struggle.
Features:
Quit Game/ Play again and Reset features
Sound on/off
Sequence length display
Encouragements
Flash animation clone upon clicking a button
Beeps corresponding to each color
Memory Quality checks (only for fun, i.e Goldfish or Excellent)
What I hope to add:
Extra colors for difficulty levels
Compete with other players using Firebase and/or Airtable
Leaderboard
Settings feature with previous games, high score, and customization features (choice of block colours, choice of sounds, choice of default difficulty level/ number of blocks)
Please ignore all the other random screens cluttered throughout this app’s code: this app is more or less the guinea pig for all my failures and experiments! The other screens will not be visible during gameplay and will not affect it whatsoever.
So glad to be back doing a WDC- it’s been quite a while. Do let me know if you have any suggestions for features I could add or if there are any bugs that you spot.
Nice one @codeswept - “an iPhone would be jealous of your memory” relly made me laugh. Also very impressed that you managed to get this completed before the challenge has officially started!
UPDATE:
since everyone else is getting stuck in already I’ve decided to make a start on mine too!
Whoa! That looks really complex. I would tend to use text strings to hold the values of the pattern and the user inputs. So when a random color is chosen, join that value (e.g. “G” for green) to the pattern variable. When the user clicks a color, join that value to the guess variable. Then compare the two strings to see if they are equal. To make it more like the actual Simon, you can compare the substrings up to the current guess # so that if say, the pattern is GBBGY and the player inputs GBBR, the substring from 1 to 4 of “GBBGY” (“GBBG”) is not equal to the substring of “GBBR”.
This is exactly what I did- i regret not using functions for this as they would’ve been quicker and more efficient but these blocks get the job done well.
Try this- it works for all sequences. The sequence that the computer generates is held in a list and for each click the user makes, the button color and click no. (eg, 7th click while trying to complete the sequence) is cross-checked against the computer-generated list for the same number.
@jared - I just had this “great idea” to switch from lists to objects, but I may have been subliminally influneced by you…also not sure if I want to increase my block count either
Funny you should say that… we’re just starting a Rube Goldberg / chain reaction project with our 6th graders. We’ll be integrating physical and digital materials.
I’m one to talk, though… my style of coding is often to throw everything at the wall and see what sticks and then clean up later.