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[RELEASED] Trivia Quiz Game Template

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

  1. Realidade

    Realidade

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    Nice Thanks!!!
     
  2. puppeteer

    puppeteer

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    Update 1.73 (16.10.2016) is now online in the store:

    https://www.assetstore.unity3d.com/en/#!/content/45521

    Here's the update list again:

    Game Modes:
    - Updated the Sound Questions game mode to also allow sound answers, as well as image and sound displayed at the same time. There is now a button you must press to play the sound of the question/answer.

    Improvements:
    - The category grid now has unlockable categories. In order to unlock a category you must complete (win) the previous one. You can also set an initial number of categories that will be unlocked from the start.
    - Category colors appear on the tabs in the category grid, just like how they appear on the category wheel.
    - Improved the Dynamic Grid component, so now you can also change the number of rows/columns based on whether we have the device on vertical or horizontal mode.
    - You can scroll through the grid of categories if there are more tabs than the available space.
    - Allow sound and image questions at the same time, and also allow them on answers.

    Fixes:
    - Fixed formatting errors with the XML Load/Save script.
    - Fixed a case where the question image will not appear if there is a question sound.
     
  3. Artomiano

    Artomiano

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    Hi puppy,

    any new information about IAP? ;)
    And can you integrate another type of clock? I need a sandglass... ;)
     
    Last edited: Nov 2, 2016
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  4. jittapon-k

    jittapon-k

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    Hi!
    I just purchased and download your packages !
    I just got error that I can't open your scene.
    Assets/PuppeteerAssets/CS_Assets/CS_Scripts/PupUnityAdsController.cs(102,47): error CS0246: The type or namespace name `ShowResult' could not be found. Are you missing a using directive or an assembly reference?
    Did I missing something? Thank you :)
     
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  5. puppeteer

    puppeteer

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    I'm really getting stuck with the IAP thing, but I will make it work.
    Send me a mail, I want to show you a sandglass progress time :D
     
  6. puppeteer

    puppeteer

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    Hello, Thanks for the purchase!
    This is probably an import error which can be solved if you redownload and reimport the package. But it could also be something else.

    Which version of Unity are you using?
     
  7. puppeteer

    puppeteer

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    Got a question from a customer about the format of the True/False XML quiz, so I made this little video to show how you can export and create your own formatted XML file from an existing quiz. Then you can fill out your own questions and import it again to populate the quiz:

     
  8. jittapon-k

    jittapon-k

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    Oh ! Thank you! I found the way it works !
    But how to put the Exit Game button at the main menu?
    I just created new script name ExitGame and it has only a public void OnClick for Application.Quit();, but the function is not shown in inspector :(, it said no function.
    I tried created my own button, too. It's not working.
    Can you help me? :)
     
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  9. puppeteer

    puppeteer

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    Hold on a minute I will make a how-to-add-exit-button-to-any-unity-application right away.
     
  10. puppeteer

    puppeteer

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    Ok, here it is:



    In the video you see how you can create a new button, add a script to it with the Quit function, and then assign the function to the button. Finally we test the app to see how the exit button works.
     
  11. puppeteer

    puppeteer

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    I added the option to have animated timers in the game as an alternative to the current fill-up timer. The hourglass example will be included in the package in the regular quiz scene:

     
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  12. Artomiano

    Artomiano

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    Hello again ;)

    When can we expect an update with the "user features", like usernames and highscore (incl. online connection with own mysql/php), we talked about? Any plans about this?
     
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  13. puppeteer

    puppeteer

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    Hello hello :D

    Let me get through this IAP thing first. If you think that one is difficult for me, then a database of usernames is virtually impossible.

    But I'll try.
     
  14. djoleeeee

    djoleeeee

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    Hi, I just purchased game...

    Can you tell me why disabling sound don't work? It's ok with music, but sound disabling not working...

    Also, I want to add AdMob banners, can you write some tutorial for that?

    Sorry, for bad English...

    EDIT: I found where is the bug with sound... On all scenes ButtonSound, Sound Object Tag is GameController instead of Sound...

     
    Last edited: Nov 12, 2016
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  15. puppeteer

    puppeteer

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    You're right, I can see here in my Unity 5.3.2 version of the package that on the main menu, the button sounds are targeting GameController instead of targeting Sound. It could also be in other spots, thanks for catching it.

    Which unity plugin for AdMob are you using?
     
  16. djoleeeee

    djoleeeee

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  17. J-Rossier

    J-Rossier

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    Hi, you made a great job with that template. I want to have multiple level, so i use GameCategoryGrid and change the prefab to made my level. The problem is when is finish a level with a high score, it's the same high score on the other level. So if i made a low score it's say VICTORY :( how can i fix the score for each level or having multiple level. Sorry for my english my first language is french.
     
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  18. puppeteer

    puppeteer

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    The high score is shared in the scene, but it's not what gives you the victory screen. The victory screen is given if you answer enough questions, and the game over screen appears if you lose all lives.

    Would you like each category in a scene to have its own highscore, and to make it display on the category box too?
     
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  19. Artomiano

    Artomiano

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    This would be great! So I could imagine, that a player have to break a special point level to get access to the next category. What do you think? ;)
     
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  20. puppeteer

    puppeteer

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    Yeah, that could work. Right now you have to win ( get to the victory screen ) of a category to unlock the one after it. There could be an alternative "get X score" to unlock the next category.
     
  21. J-Rossier

    J-Rossier

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    Yes exact like you describe plus to unlock the next category you need a minimum score to unlock the other category? How can we do this?
     
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  22. gamingtc

    gamingtc

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    @puppeteer
    This kit seems to be a really robust trivia one. I have some questions before purchasing it.
    - Can the app not rotate correctly-answered questions back to the queue? I don't want players to keep repeating the same questions in 1 category in each playing session.
    - Advance to a new question requires a certain scores. For example, it costs 100 point to advance tp the next question. If a user's playrefs' scrore doesn't have enough, the quiz ends. To advance they need to purchase by using money to buy points or using other free methods such as viewing UnityAds to earn points or sharing app link to social networks or the app auto add points after every 1 hour.
    - Add hint button on question to show hint.
    - Social share: it only need to open the respective app and allows users to share the app link to their account.

    And finally, since it is Black Friday and Cyber Monday, have you had plan to give out discount?
     
    Last edited: Nov 25, 2016
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  23. puppeteer

    puppeteer

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    I will modify the code to also allow that option as an alternative to "win previous category to unlock this one". But it might need to be limited to the score you get in the previous one (ex: 1000 points in category 3 to unlock category 4 ). I'll do a few test.
     
  24. puppeteer

    puppeteer

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    1- Would you like having a tracker to see how many times a question has been asked? ( This would be stored locally in PlayerPrefs on the device that is playing ). Then based on that we can limit each question to be asked 1 time until all questions have been asked, then allow them to be shuffled back again. This could still cause problems from a design point of view depending on how many questions you would have in a category. What if you don't have enough questions?

    2- I would prefer to have this on the category level: You must have a certain number of points ( or maybe tokens ) in order to unlock the next category. Having it per question could be overkill for the progress of the game, and would nullify the existence of the lives system. You could have an screen where you watch an ad to get an extra life instead, how about that?

    3- Would you like something like this?


    4- I'll see what I can do. Social is not my forte.
     
  25. gamingtc

    gamingtc

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    Thanks for your reply.

    1- Tracker is a great way to dismiss answered questions. After all questions are answered, maybe a restart button can be used for those who want to play gain. Trivia is also a game, people want to answer all questions. I doubt they want to answer the question they already knew again.
    2- That's a great way to implement this feature. For example, player has 10 lives in each category, 10 wrong answers forbid him to advance. Watching ads to add a new life is good, but it is better to limit one ads per hour to avoid abuse and complete the game in dozens of minutes.
    3- That's the same idea. If #2 is implemented, I think the hint system will not blend well.

    With all current features, I think your asset is already worth the money. How many games can I create from this one source code?

    I can't remember an published app from who. I downloaded that app from Play Store to see how it goes in real situation. And it seems that app went wrong with online xml implementation. His app is about another topic, but when the xml can't be loaded, it used the default questions and its users raged about it showing wrong questions.
     
  26. djoleeeee

    djoleeeee

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    Hi, I think that party mode is not fair... If player 1 answer wrong player 2 can win half of points which is ok, but next question need to be asked player 2 AGAIN... Can you made this?
     
  27. djoleeeee

    djoleeeee

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    Also, in party mode if question timer running up, game go to next player turn and then go back to previous player again... I added "timeLeft += 5;" but not working, please can you help with this?
     
  28. puppeteer

    puppeteer

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    What if in Party Mode you don't lose bonus when passing question, and a new question always appears. So it will be fair to all by presenting different questions always, and giving full bonus always.

    What do you think?

    When the timer runs out for a question, the game goes to the next player and asks a new question with a new time.
    Is this not the way it works on your side? Can you show me a screenshot of what happens?
     
  29. djoleeeee

    djoleeeee

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    No, it's not true... When the timer runs out for a question, the game goes to the next player... BUT then goes to the previous player before asks new question... So, if nobody clicks on answers, all questions will be on player 1...

    You can view example of this happens on your demo: http://puppeteerinteractive.com/Webplayers/TQG/
     
  30. djoleeeee

    djoleeeee

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    I think this way is better:

    ask player 1 for 100pts
    if true
    ask player 2 for 100pts
    if false
    ask player 2 for 50pts
    if true or false
    ask player 2 for 100pts

    and so on...
     
  31. Artomiano

    Artomiano

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    I don't think this is optimal. And, it is unusual, I think. I would prefer the following:

    1.0 ask player 1 for 100 pts
    1.1 if true - ask player 1 again for 200 pts
    1.1.1 if true - ask player 1 again for 300 pts
    1.1.1.1 ...and so on
    or
    1.1.1.2. after (e.g.) 3 right questions - switch to player 2
    1.2 if false - ask player 2 for 100 pts -> and so on

    This would reward a good player performance. In your example, a player has no sense to play good.
     
  32. puppeteer

    puppeteer

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    I think I just found the source of the problem, and the confusion. Here's what happens in the game when the timer runs out ( there's also a quick solution in the video ):



    This is an old bug that was fixed in earlier versions ( noticed by @wheretheidivides if I'm not mistaken ), but it creeped right back in the latest version.

    Now to the source of the confusion:
    When you play HotSeat you keep it at 2 players, right? So when the game skips from player 1 to player "3", there is no player 3, so it loops back to player 1, and it seems to us that the game is stuck at player 1. That's why I didn't find the bug fast, because the game behavior on my side seemed different than how it behaved on your side.
     
  33. puppeteer

    puppeteer

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    So kind of like a streak where you keep answering questions until you make a mistake? The flip side of this same behavior is punishing the player for making a mistake, so you lose points. What if after a mistake, the same player can still try to answer with a lesser bonus? That way it would be fair to both this player ( after punishment ) and the next player by not giving him an already low bonus for the question.
     
  34. Artomiano

    Artomiano

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    Hi puppy,

    I would say, this is a question of game philosohpy. ;)
    Your way punished - my suggested way rewarded. What's better? The pedagogue would say, rewarding is better. Because the player will not be frustrated. Not so fast, if he gives many wrongs answers. The advantage of giving rewards for a series of right answers will push the player to train himself. In this way, we create a basis for the player in order to become better.

    Why is this important? If I integrate some IAP options, I don't want to have frustrated players but happy, satisfied and dedicated players. Can you follow me? :rolleyes:
     
  35. djoleeeee

    djoleeeee

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    Thanks... But this solving half of the problem... If time run up, new question will be asked, but I want same question with half pts bonus to ask...
     
  36. Artomiano

    Artomiano

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    Hi,
    nice game. ;)
    How did you make the IAP option? Did you use an existing asset from the store? If so, which one?
     
  37. djoleeeee

    djoleeeee

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    Can you share with us changing players names scenes / methods?

    BTW, in your game, multiplayer have bug when times up too... :)
     
    Last edited: Dec 6, 2016
  38. puppeteer

    puppeteer

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    The video deal with the bug which causes the game to skip a player when time runs out. The new question thing is not a bug, but a design choice. You want the same question to be asked of the next player when time runs out? Do you think that is fair to all players?

    I believe I fixed it in the version previous to this one, but I seem to have overwritten it in the latest version.
     
  39. djoleeeee

    djoleeeee

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    If time runs out, game need to treat it as wrong answer... I think that will be fair...

    Can you tell me how to pause game when answer is correct? How to add continue button?
     
  40. puppeteer

    puppeteer

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    If you add a followup text to a question, it will pause the game and display that text. Use this to put a "Click to continue" text on your questions, like the screenshot below:

    FollowupToQuestion.jpg
     
  41. djoleeeee

    djoleeeee

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    Thanks... It's good idea... I added button to main menu as option for this, so now user can choose does hi want continue button or not...

    Also, I found bugs with playInTurns variable in GameController... playInTurns var is declared as internal, so it's always "true"... Because of that some of lines have no sense like:
    if ( numberOfPlayers > 0 && playInTurns == true ) - both of this is always true...
     
  42. puppeteer

    puppeteer

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    This is more a design thought I had from earlier versions. The idea was that there will be two types of HotSeat mode:
    playInTurns == true : Each player gets a chance to answer a question, and then the game moves to the next player.
    playInTurns == false : A question is presented to all players and the faster one to answer correctly wins.

    The false mode was never made, but I'm keeping it because you don't know, it might actually be made sometime.
     
  43. djoleeeee

    djoleeeee

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    Artomiano and puppeteer like this.
  44. djoleeeee

    djoleeeee

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    I'am sorry if I asking too many questions...

    Is there any way to share questions between different scenes... I want same questions on multiple scenes... What to change to store all of them on same place? That way will use much less memory...
     
  45. puppeteer

    puppeteer

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    You can put your questions in categories, effectively grouping them by topic or theme. But this would still not let you play more than one category each time in the level.

    Would you like to be able to drop several categories into a component and mix them together for a quiz?
     
  46. djoleeeee

    djoleeeee

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    I want questions to be shared between scenes... E.G. singleplayer and multiplayer to have same questions on one place...
     
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  47. Artomiano

    Artomiano

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    Oh no, puppy will be extremely happy when he gets a lot of wishes and suggestions, even if they are packed in questions. :D:D:D
     
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  48. puppeteer

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    What if I make it so that you can set the category selector to just automatically play one of the categories in the list without letting you choose from a grid? Then you can just create a category and share it in all the levels you want.

    What do you think?
     
  49. puppeteer

    puppeteer

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    As long as I can actually achieve it hhhh ( gameplay coding is my strong side :D )
     
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  50. djoleeeee

    djoleeeee

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    I don't understand you... Why categories?

    I duplicated single player scene with idea to make sigle player with 3 lifes and single player (without life count) with 1 min time limit... Because of that I want same questions and there is no need to use memory 2x... I maybe can solve this in GameControl.cs (set time limit and delete lifes element) but this is not good solution for my other ideas...

    I bougth your Scrambled Word game too... I will adapt this game into trivia game (not to be in separated folders) Do you maybe have this already done? :)