I guess. You can use that, or arrays which are more complicated. Global variables can provide a locked status.
You mean you have a shop and then a character select screen? It's more complicated than me just explaining how to do it. You can use global variables to decide if a character is locked or has been bought. Then on the selection screen you check if the variable is 0 or 1 maybe and that decides if you can select it.
Hmm I would ask why can't you do it on one screen/layout ?
Ah ok it's because you're using an x,y array so you need to say at (loopindex,1) I guess to check there is no item. When you use (loopindex) that first cell is always 0, im not sure what the numbers are for tbh.
You don't put = "i", the "" is to represent the empty array cell you are searching for. Whatever the data is for an empty cell if its "" or 0, you use this. Then on setting the variable it's the loopindex only. You can then use this to add an item to that array X.
I edited above so you can see the structure
There's a system way if you understand it :
for "" from 0 to array.width,
- if array.at(loopindex) = "", then stop loop, set variable to loopindex (stores the x)
Yep you answered your own question, you'll need to create some new logic that checks for empty slots, you can't really just push to the back if there are empty ones in between. You would just use a for loop and loopindex compared with the array X until you find one which is empty "". You can either do this or have an inventory where deleting the item moves everything down, you would do this by deleting the actual row rather than its contents.
Develop games in your browser. Powerful, performant & highly capable.
The way I do it is to give the 2 objects instance variables, like an ID, and then they are the same number so they relate to each other. Will that work?
Again you can say if a symbol is overlapping it then it is true. You can do this by other methods though, on touching the object you can set an instance variable to true to note that you touched it and created a symbol.
Time to revert back to the basic events you had then :) no need for function. I think also if you are calling the function every tick then there isn't a need for it.
This is all about picking and relating the symbol to the object. In simplest way you can say 'on touch object' pick symbol that is overlapping object, destroy it. And for the second part, pick in the same way and change it. There are other ways to relate symbol to object but this is a basic way.
Did you use spawn or create? I think if you use spawn sprite 2 from sprite 1 then it should pick correctly and relate the sprite 2 to the sprite 1. So you say for each sprite 1, spawn sprite 2 at image point 1 should work for each, try that.
I know this but you didn't change anything? The guy above mentioned how to fix it. This appears to be the same screenshot from the first post so what did you try?
I am correct guys! luckyrawatlucky what's the problem? share a screenshot of the new events and where the issue is, thanks