Mipey's Forum Posts

  • Estimated VRAM: 3055 MB

    Uh...

  • Er, yeah, that is what I meant, it'd have one sprite, however it would store the amount of instances stored in the inventory slot. Sorry I was not clearer

    So, for stacking items, only one instance would be needed, destroy and spawn instances as needed... ammunition, potions etc.

  • I agree with Shviller, that is why I posted a feature request for Grid Object. I had inventory in mind as well as customizable tile maps or even compound sprites (containing different minor sprites such as body, clothing that you can change/recolor and eyes that you can change color of).

    As for inventory, it has to have the following features:

    • limited or unlimited (numbered slots to unlimited slots)
    • stacking (multiple items of the same type in the same slot) - option (different for say armor, which shouldn't be stackable, and ammunition, which should stack).
    • Put into inventory (at specific slot, at first free slot if there is no stackable of the type already)
    • Get from inventory (by slot or type) - substract/destroy or do not destroy (do not destroy is very useful for toolbars)
    • sorting (based on type, stacked amount, OID, expression etc.)
    • move between slots (swap, stack or split stackables...)
    • not necessary - varying item sizes (big armor would take more slots, etc., however that is merely a display thing; the space would be defined by size of grid and 3x4 object would occupy that much in 10x10 inventory space).

    Leave the way of putting/getting to other behaviors (drag/drop, mouse click etc.) via events.

  • Damnit, that is what I've been looking for! Now I can change color filter from parameter!

  • If you compile your projects with older versions, they will still work. But if you want to open your projects and update them with newer version of construct, then yeah, you have to fix everything...

  • Works fine for me. Which build are you using?

    Edit: Hm, crashed on closing the cap.

  • Well, you have to define the rules (on the paper), then try to figure out how to transform them into events. Yes, you can use Random(), you can control it too if you use dungeon building rules (i.e. room sizes, overlapping etc.).

    Look at other dungeon generating algorithms for examples.

  • No serious problems so far! It feels as quite a stable build, however I reserve the final judgment until I've worked a little bit on my projects.

  • Tricky!

  • If you have any programming skills, you could develop a plugin for random world building and such. Or you could just build a whole sheet of mind-boggling logic that does the same and then eventually - when that is supported - copy the sheet between projects.

    In short, yes, it is very much viable!

  • A noble cause indeed! Will be checking it out shortly!

  • Been trying that myself and gave up. Needs some fancy 3D maths.

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  • Lookin' good, keep it up!

  • Not really a tutorial, but a request for one. If it is in wrong forum, please feel free to 'displace' it.

    Anyway, I don't really understand the Sprite object's distort map stuff. I would greatly appreciate a tutorial - no doubt many others would, as well!

    Thanks in the advance.

  • Sure.