RookieDev's Forum Posts

  • Hi all,

    I have a few questions about working with an inventory,I am trying to grasp the thought of how to actually toggle the inventory itself while ingame.

    Im not sure if the inventory has to be on its own layout? or do i just pin all my inventory sprites to a seperate box that is within a current layout?

    Alot of the Tutorials tell us how to make the inventory work but they lack on telling you how to actually incorperate it ingame.

    I left an example of the type of inventory im trying to make,Its a simple inventory in my opinion but thats coming from someone who knows nothing about them.Thanks in advance for helping.

    Inventory Example Tutorial

  • You Have an Awesome style!! I hope you are availible when i finish my current project,Awesome Artwork!

  • I would also love to know about this,I plan on using some particles for weather effects.

  • sosensible im not sure why it would freeze your computer,What i do know is making a program do things upon a drag and drop request is not so far from the future or reality.I think that Ashley and Scirra would make a program of that caliber shine.

    Its something that one mind would never achieve,It takes a Team and in my opinion Scirra has the best implementation of drag and drop programming in the world.

    Use this same style intergrated with a 3D engine and boom.Million Dollar Engine for the Masses.

  • I am willing to accept feedback from anyone who knows anything about this.

    Thanks in advance i think this will be a helpful thread for people making games similar to mine.

  • Well this is not the first time it has been asked/requested, every time Ashley has answered that he preferred to keep focused on C2 until completion.

    A 3D engine is a LOT of work, and wouldn't provide the same accessibility than C2 anyway, since 3D deals with more complex maths/concepts than 2D.

    That is what would make this so great,If Ashley could find a way to make it less complex for people like me,Who by the way loves unity but will never grasp 3D elements of code and how it works.The same learning aspects as C2 would carry over to possibly C3D,But i do understand what you mean by more complex maths and concepts.

    I still think Ashley and the Scirra Team could make an Incredible dream a reality for alot of people who would love to make 3D games.Even at a miniscule scale.

  • I have been wondering if everyone else was having this issue.It seems like when i go to make a post it always expires.Like Dave said i have found out that copy and paste is your best buddy here if your lurking the forums.It even happens to me when im writing PMs.

    Hope to see a fix soon but if not,Just copy,refresh and paste.

  • I think you have to put the Licence in your documents,Thats all i did for it to work.

    Hope this helps.

    P.S no question is dumb,I had the same issue when i first bought the program.

  • For something like this you will have to share your CapX File.

    We can tell there is an issue but cant solve it from the lack of info in front of us.

    It seems like you have the settings correct for the animation itself but the error could be coming from your events.

    All i can say at this point is check your events one more time and or place your CapX.

    Hope this helps.

  • There was a forum post about this not too long ago. If I remember where, I will post it.

    If your grid area is going to be that small, I would be lazy and just make invisible sprites, and when you click on it, have it spawn the block :). Invisible sprites still register collisions, like touches and clicks.

    My math isn't great either, I'll see if I can find that post.

    Awesome i hope you find that post,I would love to learn what im doing wrong.I also think you are right when it comes to using individual sprites,I started to do that at first and then got confused when it came to connecting them together around my player so i found a different route.

    Im actually curious ArcadEd on how to make all of my single sprites snap to the grid and also have them follow/pinned to my players mask.

    Thats where i got confused,and someone from the forums said to use a tiled backround but i shortly found out that there is not collision detection.

    So i have been doing alot of this for nothing and its alittle depressing but hey thats Game Dev.I hope you find something tho because i came up short when seraching for Grid Based Topics

  • sqiddster Im sure it wouldnt be out to the public for a long time.But people can dream and it does sound like an awesome idea.Nothing is impossible for scirra with the talent they have/I do understand your post,It will take alot of time but it would definitly be worthwhile.

  • ArcadEd My imagepoint is in the bottom corner,and i also have an image point that is in the middle of my block sprite.

    Im actually pretty bad with math,I can almost see in your text that its my fault but i actually just learned about "round" yesterday

    I guess my question is,If my touch position could always be different how do i make it so the block always fills the grid in a snapping fashion.

    I would rather get help than leave it messed up,I have tried a good many of number combinations but like you said my math is obvious and it is horrible.

    Thank you ArcadEd

  • That seemed to work for my grid but it also made my block creation offset.

    I put my game demo in the capX for whoever knows about this to check out.

    Im not sure if it is something in the expression or just a bug.

    In pretty sure its my end,I just want my tiles to be created where they are supposed to be and thats within the grid.

    Koolville Demo *Link Updated*

    This happens On Touched Grid

           

           Create Tile At

            round((Touch.X-16)/32)*32

            round((Touch.Y-16)/32)*32

  • Yeah That makes more sense to me ArcadEd

    So i can replace Mask.X with Mask.ImagepointX(1) and be ok in this action right?

    Also thanks for another tip

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  • I have this action and im trying to make my grid stick to my Masks Image Point 1 but i do not know how to call for it,at the same time keeping everything that im trying to do.

    Here is the action i need to have call for ImagePoint1

    Instead of just my default X and Y i want to set it to my custom point selected.Is there a way?

    round((Mask.X-TilesGrid.Width/2+16)/32)*32

    round((Mask.Y)/32)*32-64