LaDestitute's Recent Forum Activity

  • I need this this to function on the gui screen, and not when the player drops an item.

    They can be dragged around freely on the gui. But, I need the items locked to the circle, where they will be reset back to the center of the circle if they leave/overlap the outside edges.

    I figured one way of doing this is setting a ton of image points on the circle's edge, and checking if 'item x' overlaps with image point n's x/y, but that would be extremely cumbersome to do.

    I've also tried "is overlapping/is not overlapping" checks, but they don't work as the item is always overlapping the main gui sprite. The circle is a separate sprite overlaid on the gui, and it's a layer above the main gui's layer.

    I've also tried setting the inventory overlay to the same layer as the inventory gui, and lowering the item layer (topmost) to what used to be the inventory overlay's layer. Still nothing.

    I've also tried setting an animation if it goes outside of the circle, this works fine but when I try a condition check if "outsideframe" animation is playing, nothing happens. Sure, I've it "works", but it doesn't reset as I expect it to, even when I strip the event down to it's bare minimums to work.

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  • Why are you using webstorage? Why not try the save and load commands in system?

  • My bad, I forgot to fix something in the capx.

    Re-download it.

    Pickup the item (the one that looks like a chunk of wood). Click the icon that is a set of graph bars, and click the green arrow icon until you reach the inventory. Items can be dragged around, but I need them to be reset to the center of the circle if they go outside the edge.

  • Anybody got a solution?

  • Okay, I've gotten a little further. I managed to be able to set a default x/y when picked up, but I can't get the test item to lock to the inventory circle if it goes outside of it.

    Reupload my capx, the one with a semi-working inventory.

  • Inventory test for the Chao (from Sonic the Hedgehog) fantasy based RPG.

    <img src="https://dl.dropboxusercontent.com/u/5899974/Graphics/Chao%20Land/InventoryTest.png" border="0" />

    This sort of inventory is different from your square slot based inventory found in most RPGs. Instead, the inventory is a circle, and while items are locked into the circle, they can be freely dragged or into your hotbar or equip slots.

  • Capx link

    I'm working on an inventory system, and after a traditional slot based system, my friend suggested to try a simpler circle inventory where items are locked into the circle but can be dragged around freely.

    It took me a while to debug this, but I'm running into one last problem here. The test item would either be stuck in the top-left tip, is draggable, but would lock back to original position, or the item would be entirely invisible after pickup and I would find out it was an an odd co-ords, like 70 and -262.

    I've got this down to a static pos but draggable item. Anybody want to help me fix this?

  • Sorry to bump an old topic, but I wanted to know how I could make some modifications to this tile generation example.

    For one, I already figured how to get it to spawn a giant map of one tile type randomly.

    Next step, how do I get it to spawn each tile type in semi-random connected chunks/group, akin to a biome or zone?

  • For the player, try using the ScrollTo behavior with them.

  • Could you maybe be a little more clear? SHow me a visual mockup? I MIGHT be able to do this just with events.

  • Sure, go ahead.

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LaDestitute

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