Adic.48's Forum Posts

  • Yes, thank you. But in fact, I am already quite demoralized, it is very difficult to find something suitable for C3, and the guides that are available for C2 are not always suitable either.

    for myself, I spent quite a long time:

    dropbox.com/scl/fi/lmo81e4rngd5i7dh1t41i/MBAZ.c3p

    I tried to do everything according to the guide (A series of guides that lasted 2 hours at a time) But when the time came that the item should appear in the inventory, I faced the problem that I could not pick up and put items in my inventory.

    youtube.com/watch

    I believe that the point is that the guide suggested making two inventories, one for "Potions" and the other for "Swords". If you don't mind, you can point out my mistakes here

    In fact, I feel much better when I can talk to a person.

    And now, I have finally separated myself, I want my inventory to be visualized.

  • So I think that the time has come to deal with the inventory. but I have the same feeling as if I'm trying to eat a bigger fish than I can (metaphor).

    You have dropped a rather interesting specimen. and it made me think that I can also send you what I did and supplement my project with comments.

    dropbox.com/scl/fi/ldd0msm7rfopbxp8fh7ix/MBAZ.c3p

    In fact, I have been struggling with the inventory for quite a long time, it feels simple at the same time, but when it comes to practice, it is as if I am stuck in an invisible barrier that I cannot cross.

  • I don't quite understand what I should do

    I just want to make it so that when the player has equipment, he changes the old equipment to the new one and vice versa

    And I also use a translator, because of which you may not completely understand me, as I do you

    But no matter what happens with that translator, I really need help and I will try to follow your advice

  • Yes, it works for me, the problem is slightly different

    I can put on both hunter pants and gorka pants at the same time, after which it removes only the first pants that I put on, after which it blocks the second pants and I can no longer not put them on and take them off

    this is how it looks in game:

  • I'm trying to make it so that the player can't wear both the same clothes and the other at the same time, and specifically I have a problem with the fact that when I have "Gorka_Pants" pants on, he can still wear "Hunt_Pants". how can i fix this?

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  • I just don't understand how I can make it so that the number of slots depends on the clothes worn and how can those guides help me?

    they suggest that the player has a certain number of slots at once, but how can I check this with the fact that I, for example, want to add two jackets, as they will give. different number of slots, for example one will give two slots and the second jacket 5 and this depends on what the player wears

  • quite an interesting source. But still, in addition to dragging objects, I am also interested in the array itself. I was more interested in myself, here is this source, and its paid and better version for C3, which, unfortunately, I cannot buy yet:

    "Advanced inventory mechanics for your RPG game (Array-based). Take Items, split them, pick up them, read the description" (can be found in the C3 store)

    I kind of feel like I'm moving forward, but because I'm pretty weak at it, it's hard for me to achieve it

  • Why do you think so. I will try to understend from your words what I need to do.

    I added to my project "player", "skin" a couple of clothing elements, "on the ground", "on the player" and "in the inventory", the same for the weapon, for the apple i added only two sprites, "on the ground" and "in inventory". pants and jackets that are on the ground have the logical change "equip" and the digit change for sprites that are in the inventory:

    and this is what my inventory will look like, I planned that each item will have its own array with its own content. and for each slot, I made a "jmage point" where objects torn from the ground should be attached:

    in all families, except for the "Object" family, there is a "State" text variable. there are 4 variables in the "Object" family: textual "Type", digital "Frame" with a value of 0, one more digit, but already with a value of 1 "Amount", and the last logical variable "Stack":

  • I can't find the guide.

    All the sites and videos that I watched, apply to make 10+ slots, regardless of equipment. but I want the nummber of slots to depend on the what item is worm on the player. How can i do this?

    Here I want to make a similar inventory

    (By the way, this inventory is from a game that was created in 2014 on C2)

  • Sorry, but as it turned out everything is fine, I just made a mistake in the frames, everything works fine. thanks for the help.

  • like this?

    if so, only the topmost animation out of the four is working

  • OK, here's an addition to the first screenschoot

  • Yes, this is icredible work, I even think that I have already overcome this difficulty. But there is one moment left, everything works corractly except the attack animations, i.e. he hits but only upwards. I even tried to cram all this work into one animation and just then break it into frames, but that didn't help either

  • Yes, I added a variabel, and the attack animation starts working, but the idle animation stops working. I even tried to use a couple of variabels simultaneously, but still, one animation blocked the other.

  • How to add more animation to the game?

    I'm a beginner and I'm using Construct 2.

    In my project, all animations are triggered of the angle. But I don't understand how to add a new animation called attack that responds to a mouse click.

    I've already tried a bunch of options befor, but they all ended in failure

    (The image shows where I laft off andn what I already have)