oosyrag's Forum Posts

  • Try using the object's compare instance variable condition instead of the system one for your second condition and see if it behaves the way you want.

    Also remember conditions are checked in order.

  • Just add 3 conditions to the event.

  • NewA is the amount of A you're trying to add.

  • In that case, you'll actually want the space remaining, which is totalspace-(a+b+c), where a, b, and c are your resources.

    When adding resources, you'll add the full amount of new resources, or the total remaining space, whichever is lesser.

    So a+min(newa,totalspace-(a+b+c))

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  • Have you tried e-mailing the address provided on their webpage? If so then just be patient and wait.

  • Loop through every tile on start of layout, if the tile matches, spawn the object there at the tile's position.

    + System: On start of layout
    + System: For "x" from 0 to Tilemap.Width÷Tilemap.TileWidth
    + System: For "y" from 0 to Tilemap.Height÷Tilemap.TileHeight
    + Tilemap: Tile (LoopIndex("x"), LoopIndex("y")) = 0
    -> System: Create object Sprite on layer 0 at (Tilemap.TileToPositionX(LoopIndex("x")), Tilemap.TileToPositionY(LoopIndex("y"))), create hierarchy: False, template: ""
    
  • When adding resources,

    Set resources to min(resources+added resources,maximumresources)

  • A lot depends on your existing inventory system (do you have one yet?) and the method you want the player to interface with crafting. Are they picking recipes from a list? Do they drag and drop items on top of each other to automatically combine? Are they throwing things in a pot and seeing what comes out? ect.

  • If some work and some don't, there is highly likely an issue with your gamepad wrapper or the gamepad itself, not much construct can do about that.

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  • You might want to just use move to for precision locations.

  • Put it in a variable first. Or make the ajax request and response handle directly in js to begin with.

  • Pick nearest LOS blocker object to target location.

    Create helper object at blocker object.

    Move helper object away from player until no longer overlapping blocker object.

    The location of helper object is now on the opposite side of the blocker object from player.