lionz's Forum Posts

  • What crash, where? There's no instructions.

  • If you're saying the item is in inventory already when you go to equip it then ok there is no need for a variable. To equip it you already have logic for this to click on the item. First you must remove the equipped item so for that you can pick the one which is in the slot and move it out.

  • I have now figured out what I had to do, thank you all for your help

    You did or one of the responses did? Please post the result so others will know when searching the forums.

  • First move the one in the slot back into the inventory then pick the new one and equip it. Use a variable on items to determine which is the new one to equip for picking in events.

  • That is not a good fix unfortunately you will run into bugs as you expand the inventory. I've seen the events and what is happening you are setting it back to 0 and then to an appropriate value every tick, flip flopping between 0 and the correct value, it's better to just set it once for simplicity and to avoid bugs. Also you can get performance issues from doing this.

  • I didn't see a typo just guessing. If what you sent me is the latest version then there's no problem from my side, I've never recreated that bug.

  • Because you're toggling an instance variable on an object which resets to default state when you return to layout. You should simply set global variable between 1 and 0 only, no need for a button variable. On button click - > toggle global bool SFX

  • I never recreated the issue you're having with that 315 angle even on the original you sent or my updated one, not sure what happened on your computer. All I can think of is it's not switching because you have an older version where the throw animation has a typo.

  • Delete the bottom events for overlap. On your event for mouse click call a function. Create the function below that adds values to the player, like an Add Stats function. Pass through as parameters all the stats like items.crit items.armour etc. In the function set the player stats based on parameters. This means when you click the item and it moves to the slot it will run the function and add the stats, try this.

  • If you mean W+D down and running while throwing it looks perfectly fine to me same as the other 3 diagonal movements.

  • Yeah it was fine for me just the corner angles are more sensitive, if you slightly release the key it will tend towards the 90 angles. I don't know if that is to do with the maths in the function.

  • You are adding item.armor to Armor so you already have the 2 variables right? If you set Armor to (player)Armor+item.armor then it will increase. So if your armor is 0 and the item armor increase is 10 it will set armor to 10. A more usual thing is to create a one time trigger like on the mouse click - add the item stats to player one time.

  • You would need to set armor to armor+items.armor, since the event is constantly running. Or you can make it a trigger once style event for example 'on drop item' you can put all that logic in a function and run it once.

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  • I put in a fix where you store the last move angle in a variable

    dropbox.com/s/55w1caq38ablbc5/8direction%20ninja.c3p

  • I don't see an issue with 315, all angles look good? The issue with the throw while idle is because you're using angle of motion to set the animation and when you are idle it's always 0. I'll take a look at a fix though.