dazedangels's Forum Posts

  • C3

    I've been at this for 2 days and I'm soooo close.

    I'm using the Persistent Inventory demo

    editor.construct.net

    In the demo they use: StoreItem for the items in the store and InventoryItem for the items seen in the player's inventory.

    The thing is, I have A LOT of images for inventory and ALL the images must be stored in BOTH StoreItem and InventoryItem for that system to work.

    I switched everything over to InventoryItems. I added an object under the Slots (player inventory) to allow drag and drop.

    And I added an object under the Store area (store stock) to disable the drag and drop

    Problem:

    1. Regardless of the category / animation / frame that is tapped in the store stock area, only the first frame from the first animation goes to the player's inventory area.

    2. I can't get the image to spawn in a free slot. They all spawn in the first slot.

    This all did work before I started messing with it, so I can't be too far off.

    This is a copy of what I have thus far.

    drive.google.com/file/d/1MUMNXewy_8jZYvrVjmkutX4dEk6hbEsq/view

    PS: Did a quick reference search and found nothing that read StoreItem - so I deleted StoreItems - no code should have been deleted since nothing was found.

    Thank you.

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  • I feel rather stupid asking, but I haven't used C3 in a dog's age.

    Any directions on how to actually fix whatever it is that Google wants done?

    Google seems a bit light on directions and though I somewhat remember how to add AdMob to C3, I have a feeling that will probably change also.

    I've gotten as far as opening the game in r401.

    Thanks.

  • I got 15 of these today - and messages from Admob and AdSense.

    And just to top it off - WordPress is updating so literally Every Single Client I have is in a panic.

    Anyone have a solution?

    Thanks.

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  • dop2000,

    Looks like that did it.

    Thanks so much.

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  • C3 / Windows 11 / making Android App

    I am SOOO Close!.

    The images are populating the correct area, the frames are scrolling, the device is working ... except for 1 thing.

    When you swipe to scroll the images up and down, wherever frame your finger lands, that frame is selected - not ideal.

    This is a video of the issue: youtube.com/watch

    In real time: ibrained.com/picturespeak

    I think what I need is a Boolean or a variable that reads something like, if slider sprite is moving at speed, set the variable to X (if it's not, Y)

    In this area:

    And then in the area that spawns the frames put: only if Boolean isn't X.

    But I'm just not sure exactly how to implement the variable for the swipe part.

    I've tried various things including 'wait until previous', but nothing seems to be working.

    Thoughts? Advice? Prayers?

    Thanks in advance.

  • lionz

    THANK YOU!!

    I like yours way much better. I need to get more comfortable with loops. I remember in programming glasses forgetting to close my loop and locking up the computer - it made me loop shy.

    Thanks again.

  • This is how far I got, but there are sooo many bugs.

    drive.google.com/file/d/1xXK-Xw7k9yt-QcI25NWb6kvsMw-mpJev/view

    The sprite (StoreItem) has 7 animation (Item_X) and each animation has between 1 and 15 frames.

    If Item_0 has 8 frames (0-7) then that's the number of frames every animation is allotted. If I change Item_0 to 15 frames, all the other animations are allotted 15 frames.

    And even when animation Item_0 has 15 frames, they don't line up right. All the other Item_X line up correctly, but not Item_0

    I can't begin to describe all the things I've tried. I even copied the text and pasted it into ChatGPT and sent it into an endless loop.

  • C3 / Windows 11

    I have 17 animations.

    Each animation has between 5 and 40 frames.

    Depending on which button is tapped or clicked a var is changed triggering an animation.

    When the user taps that button I need all the frames to spawn in a 4 x ? grid.

    4 across and however many down - because setting up with copies of a sprite, each set to a different frame - doesn't work.

    If I don't spawn them, there are other issues with the frame selection. If I have 40 copies of the sprite each with a frame selected and there are 40 frames in the that animation it all works hunky dory. BUT If I click the next button and there are only 10 frames, then I get the 10 frames and then frame 10 is repeated 30 times. Not Ideal.

    BUT then it gets even less ideal. If I click on the first button again - the one with the animation with 40 frames - I get the first 10 frames and the 10th frame repeats itself 30 times. [Mother had no idea there would be days like this!]

    So, I thought, what if I told the program, when button 1 is pressed and var 1 is selected, look at how many frames there are in that animation 1 and spawn a 4 x ? grid of all those frames. And then when button 2 is selected, destroy all those frames and spawn all the frames in animation 2 in a 4 x ? grid.

    After 3 days - I'm rethinking my life choices.

    And just for an added level of difficulty, in the future I want these to scroll vertically. And they can't be random .... dear God - every demo seems to be random.

    Please tell me there is a demo for something like this. I'm not sure how many more brain cells I can spawn.

  • > then it's -1000 pixels up from the top edge of the screen.

    Oh! That makes sense. That's why the distance shortened when I changed it to -275

    Thank you.

    I plan to use hierarchy for the swipe when I build the real thing - this is the test version where I figure out if I can actually build it and work out all the bugs.

    Thanks again.

  • I found a swipe menu demo in Resources. It worked great, except the menu options would scroll right off the page never to scroll again.

    I fiddled around with:

    Event: swipe2 Y <-1000

    Actions: swipe2 Set Y to -1000

    swipe2 Mover forward -(swipespeed/3) pixels

    I set the two actions to -275 and it worked.

    But I don't know WHY it worked and it's bugging me.

    -275 of what?

    Is it -275 of the Margins?

    Or is it -275 from the top or bottom of the screen size?

    I see it all the time, but I don't know why it works.

    I can guess enough to be dangerous.

  • You were actually so very close so at least your understanding is good, in line 36 you used set to AnimationFrameCount, where instead it should be AnimationFrame. FrameCount is the total number of frames, Frame is the number value of the frame.

    OH MY GOD!! IT WORKED!!

    lionz Thank you Sooo Much!!!

    I'm going to finish this tonight. You have NO IDEA how happy you are going to make a grandmother tomorrow, on Mother's Day, when she talks to her granddaughter and for the first time her granddaughter will understand her!

    I am crying already.

    Thank You So Much!

  • I'm retrofitting an inventory demo. It's almost done, but I'm stuck.

    On the LEFT there is a sprite called StoreItem, that has many animations and each animation has many frames - and there are 25 copies of the sprite StoreItem, each showing a specific frame.

    On the RIGHT there is a sprite called InventoryItem where its animations and frames are identical to StoreItem, but the InventoryItem sprite is spawn.

    There is a variable called category.

    When category = 1 the sprite StoreItem shows all the frames for item_1

    When category = 2 the sprite StoreItem shows all the frames for item_2

    and so on and so forth.

    This is the issue:

    When category = 1, StoryItem shows all the frames in Item_1 (on the Left) and let's say the player taps frame 7, I need InventoryItem to spawn Item_1 frame 7 on the RIGHT. (I'm using CAPs for ME, not you.)

    Then if the player, let's say taps on the button that reads "At Home" and category = 2, all the images for Item_2 display on the Left (that part already happens), and let's say the player taps frame 2, I need InventoryItem to spawn again, but this time Item_2 frame 2 on the RIGHT, while leaving the original Item_1 frame 7 right where it is.

    Whatever frame the player taps on the Left needs to spawn on the Right and stay on the Right and be able to move around on the Right, until it is deleted or until the page is refreshed to start over.

    Because I am retrofitting an inventory demo, InventoryItem only shows frame 0 on the Right regardless of which frame is pressed, because that is what it was originally programmed to do and for the life of me, I can't make it spawn animation + frame in the next available space.

    Right now, it does everything right Except display the correct Item_X and frame #.

    I've been at this for a week and I'm at wits end.

    Context: My 16 y/o daughter has a disorder that only allows her to understand picture language (receptive and expressive) So, the typical devices don't work for her.

    If pulling at your heart strings helps .... I am just a mom who desperately wants to talk to her daughter.

    Any help is appreciated.

    Thank you

    This is the C3: drive.google.com/file/d/1CWx6AFjApSHL9cRLN--na0ftqbAxt3jU/view