LaDestitute's Forum Posts

  • There's an actual behavior called pin. Check it out.

  • It took me a little while to figure out how to work an inventory system to my liking, and I could use some help in improving it. Just in general, but I like to globalize this, as in not have to use the pick instance. I'm also working on an equipment/equiping, crafting, and hotbar systems, so input on those is appreciated too.

    Screenshots are below for the setup, but here's also my capx if you want to see it in action, but it's +10 MB.

    Click here!

    Basics 1/3

    Basics 2/3

    Basics 3/3

    Dragging

  • I know of one way to do this, but there are other methods, but this is very easy. Do you have Paint.net? If not, download it. It's virus/spyware free, it's free, and it's a cross between the default Microsoft Paint and Photoshop, so it has many of Photoshop's features, such as effects and layers.

    Open up your sprite in Paint.net. Where it says Tool, click the dropdown thing, and select the one that says "Magic Wand".

    Two things to keep in mind: Flood mode and tolerance. Contiguous mode will only make a single area transparent, so any background not connected to your selection will not be made transparent. Global does a "total area" selection, meaning anything of the same color will be made transparent. Be careful with global, as if your sprite has any white in it, those will be made transparent. I recommend making any black/white in your sprites slightly off-color and not exactly Red=0/Green=0/Blue=0 (black) or Red=255/Green=255/Blue=255 (white).

    Secondly, tolerance. This percentage determines how much of the image magic wand chooses to make transparent. Lower values means lesser amounts, and higher means higher amounts. 100% will make the ENTIRE IMAGE transparent. I would recommend 25%, but 15%-20% is probably better. Play around with this until you get it right, depending on how your sprite is. I use 15% usually, but I lower it if I have to work with colors that blend very finely to avoid losing them.

    Now, just left-click your background and hit the delete key. Save it as png.

  • Are you making sure your sprites are transparent?

  • Any help on this?

  • Any help?

  • I was going about on how to do dynamic enemy leveling in my game, so I created a test project to fiddle with this and get a working example. I have this perfectly setup, so I wanted to share this test capx with everybody!

    Dynamic enemy leveling capx

    Basic sum of the formula used:

    Base level = Level of player

    Level diff = Base level/5

    Minimum enemy level = base level - level diff, average enemy level = base level, and maximum enemy level = base level + level diff (not actually used, just to show an example of how the range works)

    Actual enemy level (examples below):

    [Base level] +/- [Range of of level difference]

    37 (base level) - 2 (random value from level diff, which is 7) = 35 (enemy level)

    42 (base level) + 4 (random value from level diff, which is 8) = 46 (enemy level)

  • I'm maybe a little late to the party, but this may be of use to you:

    scirra.com/tutorials/252/random-animation

  • You must be doing something wrong, because I have the latest version and the scrollto behavior for my project's player entity, and it works fine.

  • I need this this to function on the gui screen, and not when the player drops an item.

    They can be dragged around freely on the gui. But, I need the items locked to the circle, where they will be reset back to the center of the circle if they leave/overlap the outside edges.

    I figured one way of doing this is setting a ton of image points on the circle's edge, and checking if 'item x' overlaps with image point n's x/y, but that would be extremely cumbersome to do.

    I've also tried "is overlapping/is not overlapping" checks, but they don't work as the item is always overlapping the main gui sprite. The circle is a separate sprite overlaid on the gui, and it's a layer above the main gui's layer.

    I've also tried setting the inventory overlay to the same layer as the inventory gui, and lowering the item layer (topmost) to what used to be the inventory overlay's layer. Still nothing.

    I've also tried setting an animation if it goes outside of the circle, this works fine but when I try a condition check if "outsideframe" animation is playing, nothing happens. Sure, I've it "works", but it doesn't reset as I expect it to, even when I strip the event down to it's bare minimums to work.

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  • Why are you using webstorage? Why not try the save and load commands in system?

  • My bad, I forgot to fix something in the capx.

    Re-download it.

    Pickup the item (the one that looks like a chunk of wood). Click the icon that is a set of graph bars, and click the green arrow icon until you reach the inventory. Items can be dragged around, but I need them to be reset to the center of the circle if they go outside the edge.

  • Anybody got a solution?

  • Okay, I've gotten a little further. I managed to be able to set a default x/y when picked up, but I can't get the test item to lock to the inventory circle if it goes outside of it.

    Reupload my capx, the one with a semi-working inventory.

  • Inventory test for the Chao (from Sonic the Hedgehog) fantasy based RPG.

    <img src="https://dl.dropboxusercontent.com/u/5899974/Graphics/Chao%20Land/InventoryTest.png" border="0" />

    This sort of inventory is different from your square slot based inventory found in most RPGs. Instead, the inventory is a circle, and while items are locked into the circle, they can be freely dragged or into your hotbar or equip slots.