Milanbaudelaire's Forum Posts

  • brunopalermo

    Hi there!

    Um, I'm sorry but it doesn't work... it just goes straight from the Loading layout directly to the Foyer layout with no fade in between. The Title layout wasn't shown at all... or am I looking at this wrong, lol

  • dop2000

    Oh no! Let me try again:

    https://www.dropbox.com/s/fzxehbacz1t8329/MURDER%20CASTLE%20GAME%2010.23.capx?dl=0

    May I ask, why don't you like this particular inventory system? I think it looks super cool, and it does everything I would want my own inventory to do.

    I did look at the Construct 2 FAQ list and saw a couple other options for an inventory, but they didn't have the "sophistication" of this one, lol. I will look again.

    Please please please help me with this one though, ok? I really like it!

  • Hello!

    I'm trying to make my Title Screen layout fade to black and load another layout. However, it refuses to fade to black. It's very strange that it won't work, because it (fading to black) worked fine on my Loading layout! And the Title Screen layout fades in just fine. It just won't fade out. Something is wrong but I can't see what it is.

    Here's my capx:

    https://www.dropbox.com/s/fzxehbacz1t8329/MURDER%20CASTLE%20GAME%2010.23.capx?dl=0

    Relevant Event sheet lines:

    FADE (the whole thing)

    Loader Events: Line 3

    Title Events: Line 22, 23, 24

  • Okay guys, this is going to be a long one. Let me preemptively beg for patience and mercy. You WILL have to explain things like I'm 5 years old.

    I'm trying to create an inventory system based off of this Construct 2 tutorial:

    https://www.dropbox.com/s/a21t52ct6evtm69/Inventory%20Tutorial.capx?dl=0

    Here is my game:

    https://www.dropbox.com/s/lnmfbwosi59171v/MURDER%20CASTLE%20GAME%2010.21.capx?dl=0

    The main difference is that my game does not use a mouse; it is keyboard only, which was the beginning of the problem.

    There are collectibles spread around the floor in the "Foyer" layout. The goal is:

    1) To have these items disappear from the layout and appear in the inventory

    2) To be able to select these items from the inventory by positioning the Selector over them and pressing Enter

    3) To be able to combine items in the inventory

    4) To be able to compound certain items without taking up more space in the inventory. For example: the player will have to collect keys throughout the game. If they collect 3 keys, I don't want that to take up 3 inventory slots... I want one key in one slot with the text " You have Key 1, Key 2, Key 3" and have them be able to select from that list.

    Let's begin with item 1: Upon collision with a collectible, the collectible disappears from the layout and appears in a slot in the inventory.

    I have studied the tutorial for weeks and tried to copy it to the best of my ability (keep in mind, my ability is shit). Collectibles do not disappear when I collide with them, and they do not appear in the inventory.

    Relevant Event Sheet items:

    Line 49-51

    Line 69-70

    Thank you so much. Let's have fun today!

  • That's terrific! I moved everything to event 50 like you said. Thanks very much!

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  • Along the same lines, I've got a problem with Event 80.

    https://www.dropbox.com/s/ywz5507fcmdk07v/MURDER%20CASTLE%20GAME.capx?dl=0

    I've got some pick-up items on the floor. When the player collides with them, the pop-up is supposed to say "You got (whatever the item is)."

    I've set the instance variables for the name of each item, but whichever item I collide with, the pop-up always says "You got a scented note." There is only one scented note. The other items are a handkerchief and some money. Why isn't the system reading the instance variables of each specific item? Would "Trigger Once" work here too?

  • Thank you so much. What you've done is so very helpful. It works now!

  • blackhornet

    Okay, I think I see it. You mean event 14, right?

    I'd like to have it remain as "overlapping" because I need to make sure that the ability to pay only occurs in that area (If I put a shop counter there, I don't want the player to be able to pay from across the room).

    However, I'm not sure the best way to keep track of the message. Do you have any suggestions? What would you do?

  • https://www.dropbox.com/s/8ki9vqkzjnv4eym/MURDER%20CASTLE%20GAME.capx?dl=0

    I'm having trouble with Line 67 of my events sheet.

    When the player overlaps a green area called "Paywall", they are supposed to trigger an event where they are asked to pay for something. If they don't have enough money, text is supposed to pop up saying "You can't afford that."

    If you look at my capx and move the player to the left, you'll see the green Paywall. Overlap it and it will ask for money. By default the player doesn't have any money.

    Press 'P' to try to pay. This is where the problem is, because nothing happens... no text pops up.

    Press 'O' to cheat and give the player a dollar. When you try to pay this time, everything works, despite the fact that this "Can pay" event sits below the "Can't pay" rules on the event sheet.

    Why doesn't "You can't afford that" pop up like it's meant to? How can I fix it?

    As a side question... is there a search feature for the events sheet? I'm trying to find where I established using Keyboard Press 'P' to pay, and I'm just not finding it!

    Thanks for your help!

  • dop2000

    Thank you so much! I will check the FAQ. I saw this example on YouTube, so I went with it... plus the instructor said it was "simple". Lies!! Lol

  • I'm trying to make a simple inventory system for my game. I'm basing it off of the sample inventory project from Construct 2:

    https://www.dropbox.com/s/a21t52ct6evtm69/Inventory-1szq9x0sfx0rc.capx?dl=0

    It comes with a lot of comments, which is helpful, but I still don't understand a lot of stuff!

    Please take a look at the above capx file and tell me...

    1) Where is the part of the Events Sheet that makes the item disappear when clicked on and reappear in the inventory? I thought there might be some kind of "Destroy" command, but there's not, so I'm trying to figure out how it just disappears from the playable level and reappears in the array. Feel free to modify the capx with your comments!!! It will help me!

    2) I see Function.Param () a lot. What does that mean? What does it do?

    Rest assured, I will have more questions. Let's start with these, though. Like I said, feel free to add more comments and clarification to the Events Sheet. You really do have to explain this stuff like I'm 5 years old.

    Thank you!

  • Thank you my friend!!

  • My mind is blown. I won't even ask how you did that, because i wouldn't be able to understand it.

    Okay, I'll ask. How did you do that?! was it the & symbol? What does the & symbol do?

  • I'm working with a sprite font, and an instance variable called "Name" for a sprite called "Item".

    I want the text to read: You got [Item.Name]. This way if the name of the Item is set to "a ball", the text will read "You got a ball."

    I'm been fiddling with this for 20 minutes. If I write: You got Item.Name , Construct will come back with a syntax error. I put Item.Name in parentheses, quotes, nothing is working. What should I do?

  • Great! I'm going to work on it all day today. Thanks for explaining that!!