PixelRebirth's Recent Forum Activity

  • A small update with the promised fix:

    New version 0.51

    Changelog:

    • fixed bound text not being on top
    • fixed some wrong descriptions
  • 1/10/2017

    Mini map system and inventory system WIP

    Mini map system:

    video here:

    https://youtu.be/AEeOhHb6mUY

    inventory system:

    video here:

    https://youtu.be/5J-4MDYI_SE

    thank you to pixel Rebirth for his excellent plugin

    check the plugin video here:

    https://youtu.be/yW0rQbm1eJU

    we still working in the inventory UI and the mini map UI.

    Looking good! Always like to see different Metroidvania projects.

    And thanks for the shout-out!

  • hey I have a question, I try to add a image to the menus but for a reason the sprite is always over the text that I bind to the menus, how can I solve that?

    Hey, I did claim the following before:

    If both text and sprite are bound objects controlled by the plugin, they should actually be created with the text on top. Depending on what you're doing you'll have to use events to order things (move to top).

    But now that I checked again that isn't actually the case. I corrected the order and will upload the updated version shortly.

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  • Why not put it on the Scirra store? It's a win/win!

    That's also where I manage all my premium plugins and resources for Construct.

    (You had to know you were gonna get this question =D )

    I am considering this option, but only once the plugin has reached version 1.0. At the moment it's sort of an "early access" kind of deal.

    [quote:3cwrz5up]Outside of that. Man, this looks like it can save a lot of headaches! Or at the very least at a lot of time...

    I hope a 'take all' button and 'use item' ends up as easy as it seems.

    And that the included save system isn't too difficult to dive into, that's a critical feature!

    I should probably cover some of the things you mention in a new plugin video.

  • Here is a tiny but useful update.

    New in version 0.73:

    • Added an animation parameter to the "Bind object to item"-action which lets you set the animation of a bound sprite.
  • Thanks to everyone who supported this plugin so far!

    I know I'm way behind schedule, nevertheless here is finally the first small update.

    New in version 0.72:

    • Added property "Resize sprites" which determines whether or not to resize bound sprites to the cell width and height of the item.
    • Added a frame parameter to the "Bind object to item"-action which lets you set the initial frame of a bound sprite.
    • Fixed the "On created"-condition not triggering for bound item objects.
    • Fixed an issue with "Subtract item at" where the bound count object wasn't actually impacted.

    Special shout-out goes to Pete Nolan! Thank you for your feedback!

  • Inventory Aid Plugin

    Inventory Aid” is a plugin for Construct 2 designed to help with the creation of typical game inventories, the likes of which can be most prominently found in RPGs and related genres. Usually those inventories are grid-based, holding items in each cell.

    While this plugin was designed to be easy to use, a basic understanding of Construct 2 is definitely required beforehand. Still I would probably recommend “Inventory Aid” the most to those considering themselves slightly advanced users already holding a license.

    Purchase the plugin:

    https://www.construct.net/en/game-assets/addons/inventory-aid-960

    View the documentation:

    http://www.pixelrebirth.net/inventory-aid-documentation/

    Watch some videos about the plugin:

    Subscribe to Construct videos now

    Thanks for checking out the plugin. Any feedback is welcome as always!

  • This feels already very cohesive, which is a rarer quality than one would think. Liked the demo, a violent and fun romp. Looking forward to see more!

  • yeah I checked it out, for some reason when i use the unspawn action it doesn't work...

    The menu disappear but I can still select

    But I will eventually figure it out

    Menus that aren't spawned can still be manipulated if you wish to do so. Try adding the "Is menu spawned"-condition where it applies to prevent this.

    [quote:39uc8s8c]This is a very useful plugin, and well done, thank you for sharing it !!!

    Thank you and you're welcome!

  • > A first look at my latest Construct 2 plugin "Inventory Aid", which is designed to make the process of adding an inventory to your game much easier:

    >

    > https://youtu.be/yW0rQbm1eJU

    >

    This looks like something I could really use in future projects! I've always found dealing with inventory systems to be difficult.

    Hopefully the plugin will make things much easier to handle.

    > A first look at my latest Construct 2 plugin "Inventory Aid", which is designed to make the process of adding an inventory to your game much easier:

    >

    > https://youtu.be/yW0rQbm1eJU

    >

    That looks really cool. Any plans to get that into Construct 3 when it comes out of Beta?

    Thanks! I will be looking into it once the plugin reaches 1.0.

  • PixelRebirth how do you go to create an ingame menu?

    press a button ---> spawn the menu

    press the same button again --> unspawn or destroy the menu

    Like on your game NCD when you press Esc you get the "resume,option,exit"

    Spawn and unspawn sounds right. Did you check out the example linked in the first post?

    [quote:2aypp2z8]

    and how do you bind a sprite with the menu like the red box on your game, when I use the bind action the sprite is drawn over the txt

    If both text and sprite are bound objects controlled by the plugin, they should actually be created with the text on top. Depending on what you're doing you'll have to use events to order things (move to top).

    [quote:2aypp2z8]

    ...Your game have no mercy XD

    Hehe I know it's terrible (on purpose)...

  • A further look at my upcoming

    inventory plugin:

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PixelRebirth

Member since 26 Mar, 2008

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