Glad to help. I'm new to Construct 2 and it's so much fun seeing the creative uses of the resource.
For #3, I don't know a definite answer without seeing code. The only possible thing I can think of is to make sure the falling grocery event isn't tied to the carrying/not carrying status of your player(?). Also, does your space bar toggle the player's carrying status or does it definitively set it to the not carrying state?
In any case, good luck and keep up the good work! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
taokodr
Thanks again man!
If you'd like to see the code, I've provided the following link to the .capx file at the beg of this post:
http://caito.coffeecup.com/capx/newts_bag-it_wip.capx
Feel free to give me any tips/suggestions regarding best practices as well
since im such a newbie at this,
Im sure my Event Sheets, Layouts, and code decisions in general, could use some help.
If you have any recommends regarding such, I am all ears. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Re your ?'s on the spacebar:
The food is automatically 'pinned' to the character when he passes through it.
It then sets a pinned variable to True so he doesn't pick up any other foods.
Then awaits a spacebar click to drop the food off.
its not a toggle, but as you deduced,
a definitive change to 'unpin' the food to the character.
I hadn't thought of a toggle, but now that you mention it,
it could be a better system to help the child make a decisive choice
instead of being unintentionally latched on to a new food.
Thinking it over, I like that idea better,
but I'll have to run that one by my client,
as its definitely a different approach to how they envisioned it.
again. MANY thanks for your time & consideration.
Its reassuring to know there are others out there willing to help one another out in the spirit of good will alone.
tks for that, & best wishes dude!