roracle's Recent Forum Activity

  • SOLUTION 100% working so far as I can tell:

    Add a 1x1 sprite, name it CursorLoc, Visibility at start: Invisible.

    Add two lines of code beneath the globals, before anything else (in this order, too, since it is picky):

    Touch is in touch: set position to (Touch.X, Touch.Y)

    Touch on any touch start: set position to (Touch.X, Touch.Y)

    Replace

    "Cursor is over invSlot" with "CursorLoc is overlapping invSlot" (etc, equipSlot as well)

    "Mouse Left Button is NOT down" with "Touch is NOT in touch"

    "Click on Item" replace with "Touch on touch object Item"

    Replace all actions where "Mouse.X" or "Mouse.Y" are with "Touch.X" and "Touch.Y". (These are mixed in with algorithms, just change the Mouse to Touch)

    EDIT: In order for the stats to work (see "STATS" group of events), just change it to "Touch Is in touch" instead of "Mouse Left button is NOT down". This works almost as needed: it displays the stats while dragging the item about. If you drag an item and hover over an equipped item it will display the stats of the lesser item if it's equipped (as expected). Moving a lesser item over a more powerful item only displays the lesser item's stats. The desired goal is to have the stats of a more powerful item over it instead. This isn't necessary for me as stats will all be displayed elsewhere, but if you need it, know that this bug is there.

    CAPX: https://dl.dropboxusercontent.com/u/11127546/inventoryTOUCH.capx

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  • I think it has to do with clicking the object, dragging it, and it's supposed to store the UID of the slot, but it doesn't or something like that. I wish I had more info, but my main post is really all I can say about it.

  • No, I understand that part, I just uploaded the raw version of the CAPX without the Touch object. I've worked _with_ the Touch object trying to get everything working properly and it isn't translating correctly and I can't figure out why for the life of me.

  • It is made with mouse in mind, but I've worked on this for 24 hours now and can't figure it out. It isn't mine, I found it in at some point a week ago while shuffling through tutorials and forum postings.

    Please, someone take a look at this and help a poor sap! Yes, I know there are some things I cannot do with touch, but basic moving things around and equipping things is all I need. The stats display I'll handle my own way.

    Thanks again in advance!

    https://dl.dropboxusercontent.com/u/11127546/inventory.capx

    EDIT: This is the raw version of the Inventory system I found somewhere on the forums or tutorials. I've already, in a copy of this file, added the Touch object and translated everything, but it doesn't work as one imagines it should. That part of translating took about 10 minutes, but I've spend the last 23 hours and 50 minutes trying to get it working but to no avail.

  • Willing to pay for someone to implement an inventory system in my game. Specifications set by myself, price will be discussed privately.

    Please PM for more information.

  • Since I'm going to have a huge world, and it's all side scrolling, and space is limited, is it possible to advertise throughout the world using a billboard style thing built into the game instead of an ugly bar across the bottom? If there are standards for these things, can we not say "screw it" and start a new standard? Imagine RPGs with back rooms where NewEgg or Amazon can advertise through your game, selling top items on the shelves in your game! You can get a profit as a retailer, and they can profit off the product, the customer gets to shop without really leaving!

    This could work _very_ well for top/down games as well.

    mind = blown

    or bad idea?

    EDIT: This is simply an idea for an add-on to a game you may already have. Sometimes people want to take a break from gaming and do something else, yes, but imagine if they can go shopping right in the game near a save point or log out place. That gives them a distraction from the game...in the game (because it's not causing them to think about being killed or spending their GP or what-not...well, real GP sure, like dollars or euros, but you know what I mean). Please add thoughts, expand on this idea, let your minds run free in the green fields of your mushy brains.

  • That's a good question. I would also like the answer. But to expand on the question: since I'm going to have a huge world, and it's all side scrolling, and space is limited, is it possible to advertise throughout the world using a billboard style thing built into the game instead of an ugly bar across the bottom?

  • When doing this, it's a good practice to know when, exactly, you are picking things up, and have it always turn off the physics behavior while dragging, but back on while not. It seems to work for me more often than not, and I do it with multiple behaviors.

  • Do a "new tank" function, and have it do all that from the function maybe? Also read up on containers if that will help.

  • Oh yeah, that's another thing, doing things too soon. Remember, the computer can't read in 3D like we can. A human can assess his environment even if it's not being observed. A computer is similar, except it only does what it's told to do and with the things it's told to do them. AND IT DOES IT in a specific way, from top to bottom, one at a time, and the current piece of code takes authority over the one before it.

    Take any action in your game, and write it out before you code it if you have to. For example, a problem I run into is like this:

    Is touching something //here you're touching something

    ---Is Variable = 0 // if var is 0

    ------Set Variable to 1 // set to 1

    ---Is Variable = 1 //here is the authority problem, the "set to 1" above makes this statement true now, so it runs this instead of stopping at setting to 1

    ------Set Variable to 2 //same continues until the end value is 0.

    ---Is variable = 2

    ------Set Variable to 0

    What happens here is the variable will be equal to 0 at the end because you are touching, and it's quickly turning it to 1, then turning it to 2, which makes it 0 again.

    The same code, just fenagled with:

    Is Variable = 2

    ---Set Variable to 0

    Is touching something

    ---Is variable = 1

    ------Set Variable to 2

    ---Is Variable = 0

    ------Set Variable to 1

    This way above it won't accidentally read previous values and update those, but is locked itself in a "dead end" situation with the block of code. This is an example of an "on off" switch or button etc.

    This works for all things, not just switches but animations as well. My original reply is my favorite method because it creates a solid "rubber band" style of game play, where "jump" or "run" or "walk" is like "popping the rubber band" but it all goes back in place once you're done.

  • I usually plan it all out: I write down all the animations I'm going to have. Then I take a placeholder as the main player and give it variables (boolean) like "jump" "run" "duck" etc. Then I make a page that says:

    if NOT jump

    if NOT fall

    if NOT run

    if NOT duck

    ---set animation to idle

    Later on you might have:

    Presses "SPACE" bar

    Platform is on ground

    if NOT jump

    if NOT fall

    ---simulate platform jump

    ---set animation to jump

    ---set jump to "true"

    For jumping and double jumping I use variables to determine if the player is double jumping etc. The Platform+ object doesn't need this I think, and I haven't played with it enough to know.

    I hope this all made sense! Good luck!

  • Yes, that scrolling text, and various things that many people have helped me with have fit in perfectly. I am thankful for you and the community. I only wish we had a briefing on how the MMO object will work, that way I can get started on inventory. Until then, I'm dead in the water. Guess I can start level design soon!

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roracle

Member since 30 Apr, 2009

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