kriand's Forum Posts

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  • You do not necessarily need an inverted condition if the code is as in the screenshot. Yet you see there how you can convert it into 'is NOT overlapping'.

  • As long a the function dont have any 'Wait' actions, it should run before.

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  • This problem occurs because you dont define which instances you want to pick, so all instances change their color:

    First: You change the animation for all charm_multiply2 with charm1=15 and for ALL (no exception) charm_color2.

    Second: When a charm_color has color=1, ALL charm_color2 change their color.

    I deleted the container and on the layout I assigned the charms to the appropriate groups (via instance variable 'Group_ID'). Also i improved the events under the "CHARM" group (i hope without bugs ;).

    1drv.ms/u/s!Ap_-qxoGKbDcg2ApnwzwFf_eilv6

  • As you can see from our two examples, there are many ways to do something. Depending on the composition of the rest of your game, one procedure may be better suited than the other. It is important to read about the basics of an object in the manuals and to try out a few things in a separate project in the simplest way.

    With Construct 2, creating one Sprite for every Item and put them all into a family was no option for me, when i made my inventory template. But things are different in Construct 3 since it has the action 'Create object (by name)'. Depending on how the rest of your game is set up, it would be quite an option.

  • To save global variables and sort values better, you can create a global object and assign instance variables to it (for example, array or dictionary). You do not need to update the values every tick, just check if they are different. if your animations have the same names as the values in the second row of your array, the code should look like this:

    PS: you should not use the first column of your array for labels. something like that is in better hands separately.

  • Is the collision box of all you frames the same? Did you set the origin of all your frames to the bottom? Also try to use an invisible sprite to move the player sprite. This is much more glitch free. You can do it like the 'Kiwi Story' game demo in C3 start page.

  • you could create your own double tap function, but that would lead to delays.

    A better solution would be to place a button on the UI to jump or switch. Or you use a swipe to change the character.

    PS: C2 has no 'Timer is running' event. Use systems compare two values: Player.Timer.CurrentTime("DoubleTap") < Player.Timer.Duration("DoubleTap")

  • Yes, all objects are touched/clicked regardless of the Z-order, even if they are invisible. You can put all UI elements into a family and create your event like this:

    + Touch: On tap gesture

    + Touch: [X] Is touching Fam_UI

    -> Sprite: Simulate Platform pressing Jump

    But i dont know what you mean by changing characters.

  • I forgot to mention that the left buttons origin is top-left and the right buttons top-right. In my test file they dont overlap. If you want a little distance between the buttons, you can divide by 2.05 or similar instead of 2.

  • I recommend using TBGs instead of sprites. Place these on a layer with parallax 0, 0 and scale 0. Then use the event of the image. The abs()-values are meaningful only if your Fullscreen Mode is Scale inner/outer. With Letterbox scale you can omit it.

  • Create a dedicated layout, which you use only for storing all your objects.

  • Give your sprites instance variables where you store the start position.

    On start drag -> set Sprite_A.PosX/PosY to Sprite_A.X/Sprite_A.Y

    On drop and overlap Sprite_B -> Set Sprite_A position to Sprite_B; Set Sprite_B to Sprite_A.PosX/PosY

  • This is an old project of mine and dont use arrays:

    scirra.com/tutorials/9587/rpg-inventory-with-item-categories-and-auto-sorting

    I am currently working on an improved version but for the beginning, the linked capx and c3p should be enough to get you started.

  • Depending on the structure of your project, you could also disable groups. For example, To "deactivate" an entire eventsheet, you can first create a group and place all events in this eventsheet in this group. If the game's code is in one or more groups, turn them off as soon as your popup appears and activate them as soon as it disappears.