Yann's Forum Posts

  • Actually adding/removing things, as far as my system goes should be done like that :

    • adding:

        - creating the new item with its stats (default or not)

        - adding his UID in one of the invSlot 'possess' instance variable

        - reactivating the 'Replace' group

    • deleting:

        - destroy the item (thus completely losing its custom stats so don't do it if you just store that elswhere: on the floor, in a crate (= another inventory system)

        - reseting the 'possess' instance variable of the slot to -1

        - reactivating the 'Replace' group

    No, not an issue the thing to do now, is more a save and store system to carry all these datas through different layout.

    Basically it should be an Global Array that store the list of these items with their stats and in which slot they are (maybe each time you reactivate the replace group, or just when you change layout)

    Also what's laking is a context. How you will use this example in an actuall game is important (I guess the whole UI would be in a dedicated layer, and you'll switch it's visibility on and off to show and hide it)

    That's all (:

    01lifeleft

    We'll see but it's better if you try first. How do you think did I learn? :D

    Actually making a degree on construct classic and often helping people is what made me learn fast. I only discovered scirra products last christmas.

  • Yeah I thought that was something like that (:

    Well, I'll see during the day if I don't fall asleep /o/

  • No no both are good, I still use cc for even work. Like you know if you want to create batch stuff or some simple pixel manipulation. CC does that well, 'cause you can wrap up the functionnality with the interface in no time.

  • Probably with the browser object but I never tried

  • Panning.capx

  • If I simplified your capx it was for me also... so I could better read it :D...

    Now it's a mess again. I am patient so I was cleaning it again but c2 crashed on me so... meh!

  • need to see the .capx

  • nope, you have to copy your capx in your dropbox/public/ folder

    and then right click > dropbox > copy public link   

    we need that one (:

  • Retro

    C2 can already do a lot without any plugin.

    But there are still some feature or ways of doing things in javascript that you can't access with C2 defaults plugins.

    For instance:

    - associative arrays: a way to gather data (character stats, highscore, etc) as a pair of key,values you can access the value by calling the key. In some case it can be really usefull. That's why Mipey created a Association List

    - canvas: with the default build of C2 you can't really manipulate pixels one by one (unless creating some 1x1 sprite with 16777216 animation frame (one by possible color) and spawning them where you want :D so yeah for that, plugin are usefull

    - bitwise operation: you can't use javascript bitwise operators (AND, OR, NOT, Left and Right Shift). Ok bitwise operations aren't often usefull but I did make a plugin for that :D so well... Bit

    Look at all the plugins there already are. By reading their description you'll see that they cover some intersting side c2 doesn't... yet (for some)

  • No code unless you want to develop some plugin in javascript.

    And seriously, you can do a lot without code.

    Unfortunately I never use game maker so I can't tell how different or similar it is.

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  • face palm

    time to make some pancakes

  • I know why your animation isn't playing but I have two question:

    1/ What do you want to use this retry for

    2/ Why didn't you keep what I did (using the fade behavior instead of manymanymany animation frame) ?

    (for the "why": adding 'trigger once' should avoid triggering the 'set animation from beginning' thus only showing the first frame every tick)

  • show capix \o\</p>

  • do you see the animation playing?

    according to what you wrote earlier, you seem to destroy your sprite in the same event...