RCD2's Forum Posts

  • 3 posts
  • Awesome, thanks so much for the help!

    I've got everything to work the way I intended now, to much relief. :)

    I won't take up more of your time, but I was just wondering what you meant with: "You don't need that event for slot number you should just set the variable in the editor view."?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for the reply!

    That sounds like it should work. One thing it might be missing is that whenever the pickup variable is changed (like on destroy in this case) the pickups affected should move to their new respective slot.

    In any case, I'm working on a solution like you suggested and I think I must be making some really basic mistake here because I can't for the life of me get the code to pick pickups with id's > the empty slot (SlotEmpty = the destroyed item in this case).

    Please laugh at me and tell me what I'm doing wrong! :)

  • Heyo!

    I've got this inventory bar at the bottom of the screen which houses all my pickups.

    It's working well but I can't figure out how to sort the pickups so there won't be an empty space when I use one of them.

    Any suggestions?

    I have all the pickups in a family and the inventory slots are instances of the same object going from left to right.

    I have a drag and drop behavior on the Pickup-family that is only active when the pickup is dragged from the inventory slots. I don't want the inventory to sort in the way described above when an item from the inventory slots is dragging, only when it is used (destroyed).

    Attached screenshot for clarity and another one showing my basic inventory set up.

    Thankful for any helpful tips or tricks!

  • 3 posts