GuyManDude's Forum Posts

  • have system update the textbox every tick and enable and disable it's visability as needed?

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  • Use the Rex plugin pin2imagepoint for pining objects to specific image points maybe?

  • Wow, you nailed it. I'm still trying to get my head around your code. Could you explain exactly what events 19-21 do please? Your comment helps but I'm lost.

    BTW, If I wanted to run this code on a separate layout and fall back to a previous layout during game play, are there any gotchas I should consider? My game has the player visiting a closet (calls another layout) where the items that will go in the bag actually reside and exiting the closet takes the player back to the previous layout.

    Thanks again for all the great help BTW.

  • What I want to get to is a bag that I can drop items into that updates immediately, and if an item is dragged out of the bag the slot is emptied. I want the next item to go into the empty slot. I guess like a real bag would act.

    I understand the spawn and respawn problem but I am struggling to deal with it. In fact, event 10 has a second condition that was my attempt at limiting the function running again if the item had already had its local variable InBag set.

    Thanks again.

  • Thanks for the help. Your suggestions definitely improved it a lot. I now have a situation where adding the second item to the bag spawns a bunch of stuff even though it is a function that I expected to limit it to one. Would appreciate you taking a look at the latest version when you get a min please.

    Capx:

    1drv.ms/1Tg3YSU

  • I want to be able to spawn objects in locations based on their array index number. I am trying to spawn them in a corresponding image point on a sprite. When I click the button to run the UpdateBagView function it creates a bunch of objects at the sprite origin (number 0) and not on the correct image point. It an item has say array index 2 I want it to spawn on image point 2.

    Here is a capx

    1drv.ms/1Tg3YSU

    Drag objects onto the bag to add to array.

    Right click an object to delete from array.

    This capx has a number of problems I could use help figuring out please.

  • Thanks for following up. I tried right clicking the green arrow and adding a sub-event but the actions offered by the sprite now do not include setting the frame #.

  • I'm trying to toggle a sprites animation frame by clicking it. I wasn't able to find any examples of how to do this except for this old closed bug"

    I can't recreate this using my recent version of C2. I can't nest the sprite under the mouse event, neither can I create a System Else event without a prior System event.

    Can this even be done now or are there alternative ways please?

    TIA

  • Can we do this with recent version of C2? I can't get my nesting to work this way. I can't make the set ani a sub action to the mouse click and I can't use a System Else without a prior System call!

  • Thanks again for your help. Converting it non-global seems to have solved my problems! I guess I am confused at what global means. I thought by creating an object as global I could use it on numerous layouts instead of creating one object per layout?

  • Sorry, I forgot to mention that I tried duplicating the 7 layers and still had problems. I'll do it again when I get home later and report back. I stumbled across the 8 layer solution after trying the 7. Still problems with both. Can you get the 7 layer version to work properly?

  • The video is restricted on YouTube. How about making it viewable?

  • Here is another experiment that is very close to being perfect. I left the HUD on it's own layer and moved all the Laptop sprites to their own layer. The only problem with this one is the spr_HUD sprite moves if you go back and forward between layouts.

    1drv.ms/1PWzSCO

  • Thank you very much for taking the time to help me blackhornet. I tried adding the additional layers and named them the same as they are on the other layouts but I still have a problem I don't know how to fix. The HUD layer now seems to remain in place, but objects from the Laptop layout remain on the screen after moving back to Floor2. I have replaced the capx with the current version. Would you be kind enough to fix it and make it available to me for download please?

    1drv.ms/1P7oTAO

  • I just noticed when moving back to Floor2 from Laptop, the Laptop layout is still rendered but sits behind the Floor2 layout. Shouldn't the previous layout be destroyed once another layout is called? Can we destroy layouts using events?