jujuoeburg's Forum Posts

  • 5 posts
  • sorry dont got that, i tried to fix it myself but cant figure it out. What you should do is try and figure it out

    one idea is that everytime you click the item to create you run a for loop on each inventory UI slot (the UID even) and see if there is an item, and then use the pick by evaluate thing you were talkin about and THEN create on the next available/empty slot you checked to.

  • Right, but look at the order you have it in, every frame its going to

    wait for your click command

    make the object

    make it at the same slot each time

    meaning to make it at a different slot you need to move around your events to make sure that the information for which slot to use is there BEFORE creating the object at a slot.

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  • You could try picking them via

    If Object StringName == "Uniquename"

    random <value>

    if value > a 50% of that

    & Object StringName == "Uniquename"

    pick random instance

    Destroy

    Of course if you have 20 of these guys with the same name you'd have this run alot.

  • I can't fix it myself but I can tell you what the problem is, you are creating an object at the same place everytime its clicked without first evaluating which inventory slot should have an object placed.

    Meaning you need to check a slot before you create the object on click. And if its empty place the thing youre creating at the slot that is empty.

  • I want to make one object and its a player sprite and it moves (like in a platformer) but theres this part where I want it moves onto a disc that goes in a circle and I want the player to move WITH this object but maintain its own movement position relative to the others.

    So if you move off the disc (i. e. not overlapping) you fall(well play death animation anyway) and if you are still overlapping you can move around the object WITH the other objects movement (meaning relative to it, like we are relative to this planet and dont fly off because we are under the effects of its gravity)

    so how do I do this without using physics? i want to do it with just math and X and Y to save CPU.

    basically i want a small sprite to move with a larger one but still maintain its own x and y pos relative to the larger image and be able to move around while on it but can also move off of it. anyone know the simple mathematical formula to remember for moving an objet relative to another objects movement or speed ??

  • 5 posts