BobQuixote's Forum Posts

  • 3 posts
  • That sounds like a simple and elegant solution - if making a CAP file wouldn't be too much trouble I'd be interested in seeing one, but if it would be a hassle don't worry about it; I can probably work something out from your description.

    Thanks a lot for the help!

  • Those look like good tutorials, but they seem to be tutorials for inventory systems. Inventory is a part of the question I asked, but I was mostly asking if/how it is possible to have player input commands be able to be toggled between different inventory items.

    You know, being able to set items from the inventory into 1 of 2 action command slots and then having the item in that slot determine the action that takes place on the screen when the player inputs the command.

    Apologies once again if my question was answered in the tutorials posted but I read through them and I'm not sure they would work for this particular problem (though that may be due to my inexperience with this engine).

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  • I have been wanting to make an exploration based action-rpg, similar to the original NES Zelda for a while now and after looking into a lot of different possible game engines I believe that Construct might be the perfect one for the job. I have very little experience with these sorts of things unfortunately, the only other game engine I worked with in the past was RPG Maker XP.

    I've seen tutorials on here for drag-and-drop inventories and life-bar HUD's and they seem like they will go a long way to helping this project come to life, but before I can work on the game I need to figure out how to do the player controls.

    Ideally I want the player to be able to set any 2 items to their usable items slots (sword, shield, torch, potion, etc.) and then use them to attack enemies or solve the games puzzles, but a lot of the game examples I've seen here have fixed controls. Is it possible to have a variety of potential items/player actions that can only be toggled on or off when the game character has the item equipped, and make it so that the item/ability uses the specific item slot control for use?

    (Example: Item slots A and B. If the player equips "sword" to A, then pressing A will activate sword, but if he equips it to B then B will activate sword)

    My apologies for the long rambling post.

  • 3 posts