willmonteirofx's Forum Posts

  • I believe this is what you need...

    https://scirra.com/store/game-making-to ... lugin-1174

    If it works for you, update us here. I would like to see the result! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I would also like to know, I did research, but I did not come to any concrete conclusions. Only people selling capx.

  • Hello, I'm looking for a way to make an X-Ray system to see my character behind objects with a certain color, Let's assume it's a Light Blue to highlight. I can not have any idea how to do it.

  • Hello Again!

    First of all thank you! The inventory system code was not so clear to me, but it worked perfectly, in time I know I'll understand. I thank you for your patience, I apologize for any inconvenience and I will be more than happy to help.

    I made a simple build of the prototype that already has ready, who wants to check how it was, feel free to test the link below. If there is a bug, feel free to report it too, I'll be happy to correct it.

    Link: https://imersastudios.itch.io/survive-it

    OBS: Apologies for my English, I know it is not very good. But with everything it gave you to understand xD

    Thank you again!

  • Hello I'm back... good news! xD

    I implemented it and it is almost working fine ... due to the parallax of my "HUD" layer when I click on the item that is in the inventory, it is simply behind the slots, because it spawns in the "Principal" Layer. Ideally he should stay ahead. But if I make him spawn in "HUD" he'll just disappear before I even get him to drop.

    EVENTS

    Any idea how to solve it?

  • Huh! i'm tryng to to this, i'm back soon... '3'

  • This is for sure, the most practical and simple inventory, good job! But I'm looking for a more complete and controllable inventory. Like that...

    1 - When colliding, set the item to the next empty slot.

    2 - Clicking on the slot item, it sets the tick position every tick to the Mouse.

    3 - When clicking on the floor with the item, the item spawn on the floor, in the same position as the mouse.

    And then the collision cycle returns...

    I'm having trouble organizing this little library of items and the question of positions too. There are many variables, I can not think correctly.

  • At this point, I'm trying to understand, what to do next...

    I've placed a text variable to indicate when items are on the floor, inventory, or mouse pointer.

  • Sorry, I'd love to buy it, but I'm trying to learn how it works :/

  • Did you mean like that?

    The slot has not even changed to busy

  • I have no idea what to do now ...

    The variable to know if the items are on the floor or the layer, must be boolean or numbers?

    How does "system> for" work in this case?

    And how do I get the functions if I collide with the items?

    I'm really lost

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  • It's solved!

    Spawn a dot on the left Image Point of the LINE to cover the gap when you sharply change angles.

    Also a little performance, but nothing that compromises too much my goals with the application. Thank you very much!

    Thank you very much!

  • That was it!

    Now we have another problem...

    When I increase the size of the sprites to make a bigger brush, the defects reappear...

    Is there any way to spawn the dots at each end of the line? I think that would solve that question ... What do you think?

  • I tried to do with dots but it also did not work.

  • The lines are still flawed... I do not think it will work.

    See if I did it right...

    I would like to learn how to do with Points instead of Lines...