LaDestitute's Forum Posts

  • Here's a working example if you want anyway, with something to refer to to give you a clearer idea:

    https://dl.dropboxusercontent.com/u/589 ... leIDs.capx

  • Finally got this bloody thing done. What took me...four days to complete? Well, at least the inventory screen functions fully with no bugs so far, and it even has the flashing cursor and sound effects! (cursor move, open/close, assign item to slot sounds)

  • Far as my own testing goes, it works for me with the instance variable, and I can make a capx if you need an example.

  • But yes, the method of comparing by instance variable (as a self-appointed ID) actually does work. You can of course set the initial value in the status bar for the object on the left of the editor and in a condition, check for if "instance variable = n" or whatever value.

  • Create a condition in an event sheet>select an object to create an action from (has to be a sprite or text)>Size and Position>Set position to another object (set imagepoint in there)

  • Thank you, no problem! I figured there wasn't enough inventory systems like this, so it was worth sharing.

  • According to the manual, what isn't saved is:

    • Input state (i.e. mouse position, or whether the player was holding keys or touches)
    • AJAX requests
    • WebSocket connections
    • The XML object
    • User Media video or audio feeds
    • Facebook login
    • WebStorage state
    • CocoonJS/Windows 8 state
    • Any in-app purchases on any platform
    • Anything with the 'No Save' behavior

    Also, a better solution compared to global variables in my opinion is to use an array and store some values in there, and set/modify them accordingly when needed via x/x,y/or x,y,z. Arrays also persist between layouts on their own.

  • I'm sure it hasn't been mentioned but why not use Construct 2's native save/load commands?

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  • Bump! Made a major overhaul to the inventory demo capx and reuploaded it:

    *Majorly cleaned up events. No more events setting "Bow", "Bomb", etc animations anymore, slots now have itemIDs, which you can set per inventory slot to specify where each item goes as long as the itemID instance variable matches the animation number. Animations are now named ix (i1, i2, i3, etc) and despite still being repeat events setting a single frame animation (attempting to set a function call for it will just cause all of the slots with unique itemID instance variables to be obtained all at once), it's now dynamic and is:

    "i" &spr_invSlot.itemID

    *Disabled the remove item events. Feel free to reenable them but you generally don't "lose" items in a Zelda game, so I figured besides the rare case, it's unneeded and can be deleted.

    *Added full array support using a json file requested and loaded to an array (a 3d one), the game sets a boolean to true (x,2,0) when a new item is obtained, and sets a text value to x on x,y,z (on 56,0,0, where there is 15 empty slots for expansion if desired) for the active item slot, such as "Bow" or "Lamp", the key for the 3d array is as follows:

    Name,defense,damage,usagetag(describes the item's special function if any),hasbeenobtained(a boolean),placeholder(use the last value for whatever you want)

    Some examples below:

    Lamp,null,null,light,false,null

    Clothing,null,null,null,true,null

    Shield,1def,null,block,false,null

    Firerod,null,2dmg,spawnplatfrom,false,null

    Some of these itemdata rows are dynamic (such as Clothing or Shield), so set the x,1,1 to to a string or number, such as 2(to represent obtained tier two sword) or mirrorshield

  • I whipped up a Zelda style inventory that is nearly functional, including cursor moving, preventing the cursor from scrolling off grid, item quantities (for bombs, arrows, etc), removing/adding items, setting an item to the active slot (and storing it's name in a text instance variable, in order to decide 'check for x' for events) and after a few hours of debugging, it's nearly bugfree. Though, let me know if you find another bug when you play around with the capx, or if there's any part of my capx I could optimize or improve.

    https://dl.dropboxusercontent.com/u/589 ... ntory.capx

  • The artstyle looks gorgeous, and I AM DIGGING IT SO MUCH.

  • Definitely a vast improvement, especially after three days straight of working on this SDK.

    Not sure about the window size, as indicated by the gray borders. It was originally bigger, but I feel like I might prefer keeping this small, as the 2D oldschool Zelda games has this feel to them, what I mean is how the small screen-size added to the game's suspense, especially when you couldn't see much of your own field of view when in a dungeon.

    Just one more thing to work on in terms of a set of core basic features, which is an inventory system. Already got it figured out in concept where in short, I'll be using a x,y,z array (name,damage or effect,if-obtained boolean) to store itemdata (such as "boomerang,stun,0") and icon management using instance variables as IDs and a multiple-framed animation to store icons.

  • > When do you think you'll have a capx ready? I'd like to have the capx, because I wanted to take this and extend it by building a Super Paper Mario flip mechanic to it, so that it'll have an extra mechanic where you can press say F key to flip and switch perspectives. Could make for interesting puzzles.

    >

    > Here's a gif to illustrate what I mean:

    >

    >

    I'm actually pretty close.. maybe another week or two? That looks great btw, interested in how you would pull that off!

    I'm probably going to use eight direction movement, and model the graphics in blender.

  • Ps, I forgot to mention this, but I think you need to polish the controls. They don't feel tight, which is important for a game like this, where SMB's controls are tight as all hell. So, both that, and maybe lessen that time the player spends getting back into the action, as that's a good gameplay policy for difficult games.

    The artstyle is fine with me, it just came to my mind because of the game's content.

  • Says you need me to grant me access to the file.