Mr Wolf's Recent Forum Activity

  • I'd like to see how you're going to create the inventory.

  • You don't have to close Construct. Just save your file (if you want) and open it up again. Works for me.

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  • > When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.

    >

    Not very dynamic, it will appear in the same spot all the time. I will probably have a silhouette of the item in the inventory and just fill it in with the item when you get it.

    GREAT! That is MUCH easier.

    As for your code, it looks like it would set the crown global variable to 1, but then the global variable would only tell it to make your INVENTORY visible. The "Crown Equal to 1" event is using your Inventory Gradient.

    I'm not exactly sure how you want your Inventory to open, but here's something:

    Make a new layer and name it "Inventory." Create a new Global Value named "showInventory" or whatever will help your remember what it does. You should create an event saying that if "showInventory" = 1, set Layer "Inventory" Visible. Then use Else or If "showInventory" = 0 to have it set Layer "Inventory" to Invisible. That layer should hold your gradient background for your inventory menu and whatever items go in your inventory.

    Next, change your "Crown = 1" event to use the actual Crown Sprite instead of the Inventory. If you want your inventory to open when you pause the game, you can use Time Scale and stuff along with Enter Key is pressed (Mouse/Keyboard Object).

    --

    That isn't a complete tutorial or anything, but you can search around the forum more for the different parts of that (pausing, etc). I'm sure someone else will come along and help too, lol. I'm too tired.

  • When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.

  • really simple inventory system.

    Lies! lol

    Somehow it will end up being more complex than you think. It has a simple looking function (just stores items right?), but inventories can be confusing and difficult. I learned that the hard way...

  • I'm not sure what kind of inventory you are making or how you want it to work. Code would help. Heck, you could even make a picture of how you want it to look to help too.

  • I want LAN to be Free as in Freedom. Stupid Battle.net 2.0

  • I don't know if the concept is supposed to be funny but it sure sounds funny.

  • >

    > > the video should be longer than 60 seconds, just keep the actual clips short so that things stay interesting.

    > >

    > Each clip should be only long enough to demonstrate the features that the clip is showing off. Once it has shown what it can do, there's no need to show it do something again. Just move to the next clip. When you show a person something similar to what they've already seen, they can lose attention.

    >

    How about categories? For the initial submissions? Then when it comes time to voting. People vote the best of each category, and the winners are then used in the showreel. That way it could avoid too many duplicates in the final video, but not prevent people from submitting similar things to start with.

    I was talking about showing the same thing happening again within each clip, but your idea sounds pretty good.

  • the video should be longer than 60 seconds, just keep the actual clips short so that things stay interesting.

    Each clip should be only long enough to demonstrate the features that the clip is showing off. Once it has shown what it can do, there's no need to show it do something again. Just move to the next clip. When you show a person something similar to what they've already seen, they can lose attention.

  • It looks to me like what you need is a hash table. You should look into that instead of playing matchy-matchy with two separate lists of variables.

    I'm not sure that will make what I'm doing any easier. Can hash tables store text?

    Edit: Oh, I see. Hashtable can work a little like another list of global variables. I can use the same method I was using before, but this time I don't get the Parameter error. Thanks!

  • Okay, I want an object to set something (we'll call it Final) to a value (we'll call a global value) from a global variable, but I need the global variable it using to switch a lot. It would be pulling from DIFFERENT global variables depending on what ANOTHER value (let's call it Overhead) from an Object (we'll call it OVH) told it to. So, instead of setting up an event for each possible value that Overhead is holding, like so:

    If Overhead is 1: Set Final to global('1')

    If Overhead is 2: Set Final to global('2')

    etc.

    Instead I want this:

    Always: Set Final to global(OVH.Value('Overhead'))

    It would be selecting the global variable by choosing by name from the value of Overhead.

    The problem is that global(OVH.Value('Overhead')) just gives the error: Parameter 1 of 'global' does not take 'unknown'

    It can't call the right global variable by using a name filled in from another expression. This means what I could have done in 1 event might take 1000 events. If this isn't possible, it should be added as a feature since it is INCREDIBLY useful. It can't be that hard either since so many other things can do the same kinds of things (or at least similar).

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Mr Wolf

Member since 31 Jan, 2010

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