lionz's Forum Posts

  • Well I fixed the dragging so you can calculate distance : dropbox.com/s/hg30n3yan8by378/drag%20test.c3p

    To differentiate between tapped or dragged you can say if distancedragged = 0 for tap or distancedragged > 0 for dragging. Because you have the drag and drop behaviour a tap is actually a drag and will trigger 'is dragging' condition.

    Regarding the drag arrow file, I'm confused, can you not build on that file to get what you want? Seems to be close to what you're describing.

  • Bug is with the set width action, you used castbar.timer when treasure has the timer.

  • Good job, looks fun ^^

  • What problem are you having? What have you tried so far?

  • Check out the free RPG with Construct to get an idea : construct.net/en/blogs/construct-official-blog-1/demonoire-new-bundled-rpg-for-construct-3-949

  • It's half price for the first year if you've come from C2 license before Feb 2018 so you could pay that and try it.

  • Now i want make a diminishing return on the cost increase, anyone knows how to do that?

    Please explain?

  • You can invert conditions, spawn object is an action you can't invert that. Yes you invert in the same way, right-click and invert. If you want to stop the firing, you invert the thing that is causing it to fire on the left of the event sheet, such as a variable being true.

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  • Great, no problem :)

  • Do you understand the issue though? I don't really have time to look into a fix but you should be able to make one based on your method. The bug occurs at the item switching, not on the right click. If you look at the array in debug mode you will see when you switch items, the X value remains the same which means the old animation frame is in the array, if you replace a 1 with a 2, it stays as 1, but the amount at Y updates correctly, you need to detect the anim frame of the other item and replace the value at X as currently you don't have any logic to do that.

  • Ok I've done some investigation and I believe the cause could be :

    bug 1 - the values in the back end array are actually correct it's just the text hasnt updated because you didnt run the update inventory function again when you swap items, you only run it when you pick items up

    bug 2 - you don't update the anim frame value at X to reflect the new item, your focus was on changing the amount at Y which is correct, but the X remains for the previous item. So you update the animation of the item in hand, and the hand amount in the array but not the X value for the type.

  • Clicking an inventory slot does nothing for me, what did I break?

  • Line of sight sounds good. Also on your screenshot you have done some weird picking, you should be simply saying if zombie is on left or right of the player, then move the zombie.

  • Faro Did you finish it? 2 years have passed!

  • You can use another variable i.e. 'cost' to replace the '1' and say Gold greater equal to Cost. Then on the right side actions AFTER you have set the damage and subtracted the gold, you set 'cost' to a value for next time, if the gold taken only increases by 1 for each level then you set 'cost' to self+1. Also remember to subtract 'cost' from Gold on the right side.