Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[RELEASED] Trivia Quiz Game Template

Discussion in 'Assets and Asset Store' started by puppeteer, Sep 25, 2015.

  1. hluper

    hluper

    Joined:
    Jun 25, 2013
    Posts:
    16
    I was wondering, does it work on Amazon TV?
     
  2. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Update 1.43 (22.02.2016) improved gamepad and Amazon TV controller support, which was thanks my friend Jason Bentley who tested it out on ATV along with other devices.
     
  3. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I'm done with the image answers and the category selector, but I still have the mail sharing portion to do before submitting the next update to the store. Here's how the category selector looks:



    You can set the categories in a list ( just like the category wheel ) and the buttons will be automatically created with the proper icon, title, and function to apply the category in the quiz. So the process should be easy.
     
    karmik likes this.
  4. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,549
    @puppeteer looking forward to your next release. I like the categories list I think it will work better than the category wheel. It will make it easier to design for to make better use of the screen real estate.
     
    Last edited: Jun 24, 2016
  5. aoliveira7

    aoliveira7

    Joined:
    Jun 17, 2016
    Posts:
    1
    Hello. It has a date for the launch of a new version? With new features ?
    Thank you!
     
  6. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I expect to send the update today, a bit late but it's almost done.

    On another I just discovered that TQG will be on sale on 25.06.2016, which was a nice surprise. Usually these things are decided a month or so in advance so it was kind of a shock. I decided to post about it here just to avoid someone buying at full price so close to the sale, so just a headsup :D
     
  7. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Okay, so I knew it was too good to be true. It appears that the mail was sent to me by mistake and that there wasn't supposed to be a sale on 25th of June. Instead there is probably going to be a 24h sale sometime in July, which was confirmed by the unity team.
     
  8. UnitySora

    UnitySora

    Joined:
    Mar 31, 2016
    Posts:
    32
    Hi, I see you had text, image, video format for question and answer. How about audio format? Any plan to add it?
     
    puppeteer likes this.
  9. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Some things I find easier to implement than others. Here is the first test for sound-based questions:



    It works well enough, but there are limitations of course such as not being able to have both image and sound questions at the same time.
     
  10. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Okay, update 1.54 (03.07.2016) is submitted:

    Game Modes:

    - Added game mode example for sound-based questions. Listen to a sound and answer.
    - Added game mode example for a category grid. Choose a category and play it.

    Improvements:
    - You can now assign sounds to questions. A question cannot have a sound and a video/image at the same time.
    - Share by mail: You can send your score to a predetermined email address. This is good for instructors who want to quiz their students and get the results directly to their mail.
    - Option to have images in the answers too, also through XML.
    - You can define a score target to win. Reach this score to win the quiz, regardless of how many questions you answered.

    Fixes:

    - Event system was being referenced before it was assigned, causing problems for the Android build.


    I'll write about the ShareByMail element later, what worked, what didn't work, and the current state of the feature.
     
  11. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Looks like we are back to the good old forums. Some of the posts were swallowed up by the previous forum so they are missing, but I'll try to re-address from memory:

    First off, update 1.54 is online, so you can check it out here:
    https://www.assetstore.unity3d.com/#!/content/45521
    -------------------------------------------------------------------------------------------------------------------------------------------------------
    There was a question by @HeiseGames about the xCode build failing. Here's my answer:

    @HeiseGames: Hi, I just tested out a fresh copy of the latest TQG (version 1.54) on Unity 5.3.5, and xCode 7.3. The package built and deployed succesfully on an iPad Mini 4.

    It could be something with the Player Settings. The first thing I would try it to make sure Scripting Backend is set to IL2CPP instead of Mono2x.

    Try it out and tell me what happens on your side.
    -------------------------------------------------------------------------------------------------------------------------------------------------------

    If anyone had any other questions, please re-post them.
     
  12. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,549
    Looks like your product is Unity Asset Store staff pick too.
     
  13. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Wow, didn't even know it was there. Now I see what the sudden increase in traffic was about!

    Now I really should get on with the XML update.
     
  14. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    As part of the upcoming XML update, you'll be able to append questions to an existing quiz:

     
  15. yazidane

    yazidane

    Joined:
    Oct 6, 2015
    Posts:
    29
    hi sir, you did the email score sharing...could you add a function to share their score to social media like fb for example will be a great way to spread our apps for more people to install :)
     
    puppeteer likes this.
  16. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    The Unity Asset Store has plenty of great solutions for social sharing ( FB, Twitter, etc ) which can do much more than I ever can. Maybe I'll make a tutorial to show how to add one of the existing packages to the trivia quiz game, how about that?
     
  17. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    After a whole lot of code puzzle-solving, the XML update is ready and submitted!

    Update 1.58 (17.07.2016)

    Game Modes:
    - Added game mode example for a quiz loaded from a local XML file (on your computer).

    Improvements:
    - A new Dynamic XML component allows you to load questions from an online or local (from computer) address. If no questions are loaded, the quiz reverts back to the built-in question list in the gamecontroller.
    - The XML menu allows you to also append questions to an existing quiz, and even export questions from a quiz to an XML file.
    - You can override a quiz by attaching a category component to the gamecontroller. The gamecontroller will take the questions from the category component.
    - Sound questions are added to the XML format list, so you can import them too.

    Fixes:
    - If the player finishes all questions in a quiz before getting to question limit, victory screen activates twice.


    One omission from this update is the ability to convert XLS to XML. As I add more elements to the quiz format, the potential XLS gets more complex, so I'd rather put it aside until I've got a final XML format to work from.
     
  18. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,549
    Being able to round-trip (import/export) the questions via XML is a great feature. Looking forward to this release.
     
    Last edited: Jul 18, 2016
    puppeteer likes this.
  19. yazidane

    yazidane

    Joined:
    Oct 6, 2015
    Posts:
    29
    Hi sir, as a beginner i will glad if you make a tutorial like that...will be really appreciated... :)
     
    puppeteer likes this.
  20. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    It was a great learning experience for me, I tried it first with conventional methods like XmlDocument and xmlserialize, but it got messy fast. In the end I went a different route by looking at what an XML file should look like writing out the XML to a string!

    Here's what the code looks like:

    Code (CSharp):
    1. /// <summary>
    2.         /// Writes the quiz content to and saves it as an XML file to a path
    3.         /// </summary>
    4.         /// <param name="xmlPath">The path of the Xml file</param>
    5.         public string SaveXml()
    6.         {
    7.             // Create an empty text object which we will fill with the formatted XML
    8.             string xmlString = "";
    9.  
    10.             // Starting the XML document with the header and data set definitions
    11.             xmlString =  @"<?xml version=""1.0"" encoding=""UTF-8""?>" + "\n";
    12.             xmlString += @"<data-set xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"">" + "\n";
    13.  
    14.             // Go through all the questions and assign each parts to the correct XML line
    15.             for ( index = 0; index < questions.Length ; index++ )
    16.             {
    17.                 // The start of a question
    18.                 xmlString += "  <record>" + "\n";
    19.  
    20.                 // The question text
    21.                 xmlString += "    <Question>" + questions[index].question + "</Question>" + "\n";
    22.  
    23.                 // The question image, if it exists
    24.                 if ( questions[index].image )    xmlString += "    <Image>" + questions[index].image.name + "</Image>" + "\n";
    25.  
    26.                 // The question video, if it exists
    27.                 if ( questions[index].video )    xmlString += "    <Video>" + questions[index].video.name + "</Video>" + "\n";
    28.  
    29.                 // The start of the list of answers
    30.                 xmlString += "    <Answers>" + "\n";
    31.  
    32.                 // Go through all the answers and declare each one, so that we can fill it with info from the Xml
    33.                 for ( indexB = 0 ; indexB < questions[index].answers.Length ; indexB++ )
    34.                 {
    35.                     // The first part of the answer element
    36.                     xmlString += "      <Answer";
    37.  
    38.                     // The answer image, if it exists
    39.                     if ( questions[index].answers[indexB].image )    xmlString += " image=" + questions[index].answers[indexB].image.name;
    40.  
    41.                     // Set the answer to be either true or false
    42.                     if ( questions[index].answers[indexB].isCorrect == true )    xmlString += @" correct=""true""";
    43.                     else    xmlString += @" correct=""false""";
    44.  
    45.                     // The end of the answer element
    46.                     xmlString += ">" + questions[index].answers[indexB].answer + "</Answer>" + "\n";
    47.                 }
    48.  
    49.                 // The end of the list of answers
    50.                 xmlString += @"    </Answers>" + "\n";
    51.  
    52.                 // The bonus given for this question
    53.                 xmlString += @"    <Bonus>100</Bonus>" + "\n";
    54.  
    55.                 // The time allowed to answer this question
    56.                 xmlString += @"    <Time>8</Time>" + "\n";
    57.  
    58.                 // The end of a question
    59.                 xmlString += @"  </record>" + "\n";
    60.             }
    61.  
    62.             // Ending the XML document
    63.             xmlString += @"</data-set>" + "\n";
    64.            
    65.             return xmlString;
    66.         }
    Don't know if this is the proper way to do things, but the result was satisfactory.
     
  21. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,549
    Just guess on my part so I have no direct knowledge of how long it takes.

    Three business days seems to be typical but not always the case and the typical worst case is 10 business days. This what some developers mention when they published updates. Unfortunately there is no visibility into the asset store update queue. It seems to be related to the number of new assets being approved is my guess when it comes to overall approval time. At least you can get some idea of number of new assets based on clicking on the new on the asset store link. When I click on that I see 36 new assets were recently approved.

    Based on some recent updates that I was looking for Dungeon Architect and Rewired they took about 3 business days.

    Just a best guess ... looking forward to this new Trivia update.
     
  22. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    It *should* take up to three days like @longroadhwy said, though the actual time varies a little. Still, I have a good feeling that it will be accepted within a day or so.

    On a side note, I just noticed I had forgotten to include sound questions in the SaveXML function, so that will be missing from the update :(
     
  23. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    @wheretheidivides : This is how the SaveXML() function with the sound should be:

    Code (CSharp):
    1. /// <summary>
    2.         /// Writes the quiz content to and saves it as an XML file to a path
    3.         /// </summary>
    4.         /// <param name="xmlPath">The path of the Xml file</param>
    5.         public string SaveXml()
    6.         {
    7.             // Create an empty text object which we will fill with the formatted XML
    8.             string xmlString = "";
    9.  
    10.             // Starting the XML document with the header and data set definitions
    11.             xmlString =  @"<?xml version=""1.0"" encoding=""UTF-8""?>" + "\n";
    12.             xmlString += @"<data-set xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"">" + "\n";
    13.  
    14.             // Go through all the questions and assign each parts to the correct XML line
    15.             for ( index = 0; index < questions.Length ; index++ )
    16.             {
    17.                 // The start of a question
    18.                 xmlString += "  <record>" + "\n";
    19.  
    20.                 // The question text
    21.                 xmlString += "    <Question>" + questions[index].question + "</Question>" + "\n";
    22.  
    23.                 // The question image, if it exists
    24.                 if ( questions[index].image )    xmlString += "    <Image>" + questions[index].image.name + "</Image>" + "\n";
    25.  
    26.                 // The question sound, if it exists
    27.                 if ( questions[index].sound )    xmlString += "    <Sound>" + questions[index].sound.name + "</Sound>" + "\n";
    28.                
    29.                 // The question video, if it exists
    30.                 if ( questions[index].video )    xmlString += "    <Video>" + questions[index].video.name + "</Video>" + "\n";
    31.  
    32.                 // The start of the list of answers
    33.                 xmlString += "    <Answers>" + "\n";
    34.  
    35.                 // Go through all the answers and declare each one, so that we can fill it with info from the Xml
    36.                 for ( indexB = 0 ; indexB < questions[index].answers.Length ; indexB++ )
    37.                 {
    38.                     // The first part of the answer element
    39.                     xmlString += "      <Answer";
    40.  
    41.                     // The answer image, if it exists
    42.                     if ( questions[index].answers[indexB].image )    xmlString += " image=" + questions[index].answers[indexB].image.name;
    43.  
    44.                     // Set the answer to be either true or false
    45.                     if ( questions[index].answers[indexB].isCorrect == true )    xmlString += @" correct=""true""";
    46.                     else    xmlString += @" correct=""false""";
    47.  
    48.                     // The end of the answer element
    49.                     xmlString += ">" + questions[index].answers[indexB].answer + "</Answer>" + "\n";
    50.                 }
    51.  
    52.                 // The end of the list of answers
    53.                 xmlString += @"    </Answers>" + "\n";
    54.  
    55.                 // The bonus given for this question
    56.                 xmlString += @"    <Bonus>100</Bonus>" + "\n";
    57.  
    58.                 // The time allowed to answer this question
    59.                 xmlString += @"    <Time>8</Time>" + "\n";
    60.  
    61.                 // The end of a question
    62.                 xmlString += @"  </record>" + "\n";
    63.             }
    64.  
    65.             // Ending the XML document
    66.             xmlString += @"</data-set>" + "\n";
    67.            
    68.             return xmlString;
    69.         }
    About that print line, yes it's another one to remember for the next update :D
     
  24. Finndc

    Finndc

    Joined:
    Jul 21, 2016
    Posts:
    2
    @puppeteer Hi there, I just bought this from the Asset Store as I'm really interested to see how everything is put together.

    When I import everything into a new project I get the errors in the screen grab attached, which halts the automatic updates of obsolete API usages. Can you advise on a quick fix? I'm a relative n00b so it's not immediately obvious to me I'm afraid...
     

    Attached Files:

  25. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Hi, I'm with you until we solve this.

    Which version of Unity are you using?

    Edit: A quick idea I'd like you to try is to double click on the error line to open your code editor, then replace this line:

    Code (CSharp):
    1. string path = EditorUtility.SaveFilePanel ("Save XML", "", EditorApplication.currentScene + ".xml", "xml");
    2.  
    with this code:

    Code (CSharp):
    1. string path = EditorUtility.SaveFilePanel ("Save XML", "", "newXML" + ".xml", "xml");
    2.  
    Do this and see if anything changes in the error list.
     
    Last edited: Jul 21, 2016
  26. yazidane

    yazidane

    Joined:
    Oct 6, 2015
    Posts:
    29
    Hi Sir, i got this error...can you help me..
     

    Attached Files:

  27. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Hi, the source of this error is the video code when in the SaveXML() function when switching to a mobile platform. I'll release a hotfix to address this and other things related to SaveXML().

    In the meantime download this unity package:
    puppeteerinteractive.com/Temp/TQG158SaveXML.unitypackage

    and import it into your project. It should cover all those changes.

    @Finndc : Do the same thing, import this package to solve your current problem.
     
  28. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I've just submitted version 1.59 of Trivia Quiz. This is a hotfix to address the warnings/errors arisen with the SaveXML() function:

    1.59 (22.07.2016)
    - Hotfix: When switching to a mobile platform (Android, iOS), an error message appears regarding video support (Video is not supported on mobile). Also a warning related to SceneManager in some versions of Unity.

    I'll try to contact the unity team and see if they can speed up this update.
     
  29. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    It modifies the SaveXML() function in TQGGameController and TQGCategory scripts, and it also modifies the TQGMenu script.

    If you want to see if the import worked, switch to Android platform and see if an error regarding video appears. If it doesn't, then your scripts were modified by the imported package.
     
  30. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    When I started making the grid it was derived from the wheel, minus the animation and randomness. Later on I decided to remove elements like counting several categories to victory and such. So now it just lets you select a category sort of like how you would select a level, but all in the same scene. Now you made me rethink that decision.

    The importer accepts both ( from the documentation page 15 ):

    "To import a list of questions, simply select an object which can have questions (any object that contains a TQGGameController component or a Category component), and then choose from the top Unity menu Tools > Trivia Quiz Game > Import"

    If you try to import a quiz while an incompatible object is selected you'll also get a message asking for either a TQGGameController or a Category to be selected.

    I agree with that point, the category wheel does a good job in that regard, cutting the need to multiple scenes for more than one quiz. I'll see if I can retrieve the original design of the category grid to be like the category wheel.
     
  31. longroadhwy

    longroadhwy

    Joined:
    May 4, 2014
    Posts:
    1,549
    1.59 is available now.
     
    puppeteer likes this.
  32. Finndc

    Finndc

    Joined:
    Jul 21, 2016
    Posts:
    2
    @puppeteer version 5.3.6f1 (the latest, I think)

    I just imported your updated version into a new project and it works fine now, thanks for your help :) Switched between PC and Android and it continued to work fine too.
     
    puppeteer likes this.
  33. Talorn

    Talorn

    Joined:
    Sep 18, 2012
    Posts:
    2
    Quick question - in the CS_Game scene, there is a Followup field on the questions. It says putting text in this field will pause the game, which it does. How does a player un-pause the game?
     
  34. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Thanks for the headsup, the package is also on the 24h madness sale now!

    I'm glad it worked out for you, if you run into anything else tell me.
     
  35. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    The followup text requires a button to move to the next question. You can find an example of that button inside the CS_Closeup game example, here:

    TQGClosupScene.png

    You can add your own button as long as you define the functions in it correctly. The button should call the function SkipQuestion() on the GameController object, and SetActive(false) on itself so that it is removed after continuing.

    TQGSkipButton.png

    In a future update I'll make it so that a skip button is automatically created when the followup text is displayed, or I might turn the text box into a button so that when you click on it it moves to the next question.

    What do you think?
     
  36. Talorn

    Talorn

    Joined:
    Sep 18, 2012
    Posts:
    2
    In a future update I'll make it so that a skip button is automatically created when the followup text is displayed, or I might turn the text box into a button so that when you click on it it moves to the next question.

    It felt pretty natural to click on the text box to load the next question. That is what I was trying to unpause the game, so that would work for me.
     
    puppeteer likes this.
  37. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    Hi,

    today I found "Trivia Quiz Game Template" and it looks interesting.

    I have some questions/suggestions:

    1. How can I create an online highscore system, that marks some statistics, such as number of right and false questions, average time of question answering, maximum right questions in a row and so on... based on an account system (for secure the own name - no double names).

    2. Can you integrate a "puzzle system"? For example, the player have to sort some pictures in the right position, to create a pattern or an entire image - in a given time. Or the player have to sort a row of numbers in the right sequence...

    3. Is there a way to group questions in a way of levels? My idea is to make levels (groups of questions) that are based on a level of difficulty - for example "easy" - "medium" - "hard". So a player first have to win all questions of the group "easy" before he can unlock the next level "medium" - and so on.

    4. For single- and multiplayer: Can a player put in a name for the game itself (not only für highscore mailing at the end)?


    Cheers,
    Tom
     
    Last edited: Jul 26, 2016
    puppeteer likes this.
  38. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    This is a weird one. I want to try out something with the code, check your mail.
     
  39. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Hello,

    1. One of the future updates will record the player's performance ( correct/wrong answers, total quiz time, etc ) and share it through mail. But that is only part of the equation, the other part being online functionality, which is not my strong suit. As I develop this package further I'll see if there is a ready system from the unity store which I can integrate into my project.

    2. This could be a whole new game on its own, though it doesn't fit the nature of this package. What if I make a new component that allows you to have puzzle type games such as Image Match, Jigsaw, etc?

    3. This is how the questions in a quiz are organized by default; The difficulty of the question is determined by the score value, and from each value group you are asked a number of questions. If you answer enough correct questions in a bonus group, you move on to a higher group, until all groups are finished ( Victory ).

    Read more about "Questions per Group" in the documentation ( page 10 ):
    http://puppeteerinteractive.com/Documentation/TQG/documentation.pdf

    You can of course make it totally random, or make it so all questions are asked regardless of the bonus value. You also have a special game mode that mixes several categories ( Category Wheel ).

    4. By design I decided to take the names of the levels from the names of the scenes in the unity editor, but I see the benefit of being able to name each level regardless of the file name. Would you like the title to be presented somewhere on-screen while the game runs?

    Hope that clears things up for you!

    Regards,
    Majd
     
    Artomiano likes this.
  40. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    Hi Majd,

    > 2. This could be a whole new game on its own, though it doesn't fit the nature of this package. What if I make a new component that allows you to have puzzle type games such as Image Match, Jigsaw, etc?

    hm... if stats, like time, success and so on could transfered from the external asset to Trivia Quiz (for the score calculation), then it _could_ be an option...

    > 3. This is how the questions in a quiz are organized by default; The difficulty of the question is determined by the score value, and from each value group you are asked a number of questions. If you answer enough correct questions in a bonus group, you move on to a higher group, until all groups are finished ( Victory ).

    This automated system I understood. But what about an absolut system? What, if the player _have to_ answered _all_ questions in "level 1" before he can unlock "level 2" and so on? What I mean: You start the game and see all levels (e.g. 10 levels). This means, there are 10 levels from "easy" to "hard". First, the game shows only level 1 unlocked (e.g. without a seal or padlock). The player have to finish _the whole_ level 1 (all questions of level 1) before he can access the 2nd level. He have to finish all questions on level 2, before he can access level 3 - and so on. This is an absolut "level system" and not automated by score.
    Graphical idea: unlocked levels could get a seal or padlock, which the player can press/click/touch. If the previous level is finished, then a nice animiation opens the seal/padlock and puts the player in the next level. If the previous level is not finished, then - by click/press/touch - a message appered with a notice, to finish the previous level first.

    "Level" means "group of questions". I have to set the sequence of the groups - for the "levels". So I can decide "this group is easy -> level 1", "this group is harder -> level 2" and so on.

    This is very important: I want predefine what questions the player have to answer. If a group has 10 questions, then all 10 question have to answered by the player - no random system here. Only if the player answered all 10 questions, he is able to unlock the next level.

    > 4. By design I decided to take the names of the levels from the names of the scenes in the unity editor, but I see the benefit of being able to name each level regardless of the file name. Would you like the title to be presented somewhere on-screen while the game runs?

    This is interesting... you missunderstood me. ;) But your idea sounds great! ;)

    I'm speaking of players name. At the beginning of a game I can choose "1 player", "2 player" and so on. And in the game itself (at the bottom), it shows me only "player 1", "player 2" - instead of names of player. This doesn't look fine. It's not personally.
     
    puppeteer likes this.
  41. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    A few suggestions:
    > https://www.assetstore.unity3d.com/en/#!/content/4727
    > https://www.assetstore.unity3d.com/en/#!/content/21430
    > https://www.assetstore.unity3d.com/en/#!/content/20581

    I think, it is important, that I can use my own webserver (php/mysql support).
     
    puppeteer likes this.
  42. Keitaro3660

    Keitaro3660

    Joined:
    May 20, 2014
    Posts:
    86
    this asset yesterday got sale isnt?
    this asset is on my wishlish, but unity notif is SO LATE. they email me 1 hour AFTER the sale is over, and they don't even post anything about this asset's sale on their facebook.
    so damn hurt, i waiting long for that :'(
     
  43. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    Yeah... me too. I looked at this great asset, checked features and so on... and missed to purchase it.
    Maybe, Majd gives us a voucher... :D
     
  44. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    @tom-art: About the unlockable levels, I actually have another package with this function. I'm sure I can adapt it as another quiz example. I can also force the player to get a certain score to unlock the next level. An idea for the to-do list.

    About the "answer all 10 questions to win", you can set the quiz to be non-random, and force it to go through all questions without jumping through groups.

    The player naming thing is also on the to-do list. You'll be able to enter your name on gameover ( which will remember it for next play ), or you can enter the names on a dedicated page on the main menu for example.

    I'll take a look at those highscore systems and see how I can possibly integrate them into the package.

    Also, check your private messages.



    @Keitaro3660 : Check your private messages.
     
    Keitaro3660 and Artomiano like this.
  45. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    puppeteer, you're the greatest! :)
     
  46. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    I've been getting some great feedback from users following the madness sale, there are lots of great ideas that need to be organized into doable update goals. So expect some more new features!

    One of the things I've been testing out lately is having special Math component that allows you to create a (dynamic?) math quiz based on some attributes, something that will let you create a gradually progressing math game from easier questions to harder ones, all in a single component. So there's that too.

    On an side note, I just recently submitted a new scrambled word game:



    This isn't part of the trivia quiz package, but the first of a new series of puzzle games I'm making.
     
  47. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    @wheretheidivides : Regarding your question I think you want to take a look at the value of questionLimit in the gamecontroller. You can for example connect this to several buttons and choose the limit you want for your quiz.

    About the mixed projects question, you can import the Scrambled Word project into your Trivia Quiz project, and they sit side by side, each one in its own folder.

     
  48. Artomiano

    Artomiano

    Joined:
    Dec 1, 2014
    Posts:
    200
    This scrambled word game looks nice. If I integrate it into my trivia package... can I summarize the points of different "sub games"? If you publish more mini games like this, I want to integrate it in "one big" game... ;)
     
    puppeteer likes this.
  49. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    That one ( The Matching Game ) will also be integrate-able with trivia quiz ( It sits on its own folder with its own scripts ). I didn't show it here yet because I personally don't like how the general look of it. I think I'll update it on day one with some new graphics and more animations like how Scrambled Word has now.
     
  50. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    The different packages do sit well with each other, and you can get the score from each level separate from other levels, but from here to a sort of global scoring system will need some more tinkering.

    It's a good idea, can you elaborate on how you would want that to work for you?