mystazsea's Recent Forum Activity

  • It's really quite simple if you break it down into the component parts ..I think what you are really asking is.."Could someone make this for me because I cant be bothered"

    First of all, aside from your greeting, you made 3 statements and asked 2 questions in relation to those 3 Statements...I'm going to Ignore Rookie Devs statements as his comments really did nothing at all to add to a solution...

    The First part is easy..your question said Quote

    "I am trying to create a scrollable set of slots on my inventory layer pinned to my custom menu."

    Your question was "How would i attach such a thing?"

    First of all you NEVER NEED TO attach objects to other objects in order to change their visibility on screen..

    But if you want to change the visibility or any other behaviour of a group of objects you want to read up on FAMILIES..

    Keeping in mind that FAMILIES only group together similar objects

    like TEXT,Sprites or Particles for example but not together in the same group

    ONLY similar objects can be in the same Family..for example:

    A Family of 'TEXT' objects that describe your Inventory items

    or

    A family of 'Sprites' that display your Inventory items visual appearance

    So a little pre-planning should sort that out any problems there for you..

    Now I'm going to presume you already have made your scrolling slots because you didn't say that you hadn't, rather you only asked about how to attach it somehow it to your custom menu so as to allow it to be Hidden at the same time as your custom menu..

    So the easy Answer there is...make or use your pre-existing Scrollable set of Slots then group them as a container or FAMILY and Then use the "PIN Behaviour" to pin them to the menu..Personally I would use FAMILIES to do so as its much more flexible once you understand how to use it...if you dont know how to use FAMILIES..The Manual has a perfect explanation of its usage. You could also if you like..rather than use the PIN behaviour you could make an EVERY TICK event set position to Custom Menu..

    But of course I'm also going to presume that you are using a normal or standard basic menu set-up that DOESN'T move around the screen only appears visible or not visible in which can pinning is irrelevant..because you menu doesn't move at all does it?

    BUT...

    If you are only making your menu items 'Visible or not visible'

    Then pinning your scrolling slots is kind of not necessary..a red herring I wouldn't look there...

    So to pre visualise what your real question is about...

    I m going to ignore RookieDevs comments as I am fairly certain he is asking how to make a scrolling inv from scratch ..I could be wrong

    The NewGuy, Am I also wrong when I say that you haven't even built the Scrolling Slots and in fact this is what you really want help with?

    ie" You haven't made the scrolling slots yet?

    Which is more or less what RookieDev seems to have made the question about..although this may of been his error not yours...

    I doubt that two people simply wish to know how to use the PIN or FAMILY behaviour when Both are clearly discussed in the Manual..

    So...The NewGuy....If you want help with how to make a scrolling Slots function for your inventory trying asking more specifically for that rather than how to pin an existing one to your custom menu.

    if you just want to pin it...first of all ask yourself...Do I really need to attach it....if you menu isn't moving at all on the screen canvas...you wont need it...Pinning is mainly for fixing the location or rotation of objects in relation to another in either a fixed style semi fixed(Bar) or a looser style of pinning(Rope)

    So if all you want to do is attach your scrolling slots to your custom menu...first off ask your self if you really need to ..does your menu move around on the screen..if so then yes you do probably need to pin your scrolling slots to it..if the menu doesnt move ..there should be no reason to attach it..unless of course you are having issues with screen size and placement etc which is really another question entirely..

    If on the other hand you want to know how to make a SCROLLING SLOT Inventory...perhaps you should ask for that ..or ask for an example of one....if all you want to do is "HIDE" the Scrolling Inventory slots which is what you actually asked for...then why not just use the IS visible event call at the same time as when you make "VISIBLE" the Custom menu...its quite easy to add an extra event... Your question is ok...but I think RookieDev is actually after a different question..I could be wrong..

    Happy Thanksgiving :)

  • Ahhhhhhh Thank you Ashley..That explains my problem also and saves me asking my question...I thought it was a bug and going to report it...For some odd reason if you use an entirely transparent PNG as the cursor Sprite If you try to use a Transparent PNG as the cursor sprite its just turns black and does not display the transparency at all...Nice to know thanks Ashley..

    I ended up started using a single pixel sprite instead of a transparent PNG...Is there any chance we can get the transparency working.....it just displays as BLACK..NO transparency at all...

  • Did you reposition the player images an re pi it to the respawned herobox ? Check that first..from the sounds of what you wrote you didnt do that...so you can't see where your player images are...hope that helps...

  • Patience...Debugging takes time...

  • yeah patience young jedi..all things will be 'revealed'..in good time...I built a similar ai for a space harvesting game...I see if I can dig up the ai script...might take a day or two.....Sounds like you are nearly there anyway...One way to avoid the "crazies' in Miner 2 is to put a Wait script sequence...so..In Pseudo code

    if -> Mine = busy(occupied)

    then Miner 2 wait in holding pattern..

    if mine = free(unoccupied)

    then Miner 2 goto Mine and get some!!

    This is how Warcraft rts's do it..

    or the other way i have used before is to have stations...

    points around the mine...which could be represented as image points offset from the image..

    when the Miner goes to the mine

    run a check for open image points..

    with something like

    using the same idea as above

    -> Miner goto object"MINE" when it arrives..set it to image point 1

    then when the mine is occupied and a second miner comes along

    if Mine is busy(Occupied)..

    -> Miner2 set position to Image point 2 or 3 or 4 or how ever many miner docking points you wish..:D

    you sound like you just need to plan it all out a little more on paper first..

    its always a good idea to map out what has to happen with every process in your game

    RTS games are all about Processes..

    first this

    then that

    so build some visual tree diagrams(flow charts) to help you unsderstand what process you need to make it work..

    its all about the planning process..

    :)

    take your time..

    get it right:D

    ill try to dig up that rts mining script i had ..it was neat...very simple..less than 20 events..

  • mmmm..I havent Tested that Functionality for Particles.

    It probably is possible..

    Particles are great BUT They have limited control once they are Spawned..its just how particles function..They arent designed with overly complex motion..its why they are quick and easy to use..

    About the only thing I could suggest would be to use a different Idea

    It may be Quicker to use another Sprite of a bunch of blood particles like a "splatt" and assign a Bullet Behaviour to it..

    The reason being that YOu will have far greater control over the 'particle' and can even have gravity, reverse motion or bouncing effects

    and then spawn a few of them as many as you need and control each Blood 'particle ' via your script using the "on created" condition...

    I have had to use this idea in some of my projects ..where the Particle Plugin just doesnt do what I want it to..

    Particles are usually what you would use but I Think the behaviours you are after are a little out of its design features..No fault of the Plugin ..just its not designed that way

    :) hope that helps

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  • or why not try the Pathfinding behaviour as well ..then you can enable or disable it as required and call movements to exact screen positions ..Pathfinding is pretty neat for that..if you need to control the path finding motion you could also add in CUSTOM (not necessarily solids) avoidance blocks that funnel the spider sprite to the correct location...These Block Sprites can be invisible :)

    The Pathfinding Behaviour has many other uses..than what you would think...like many of the prefab behaviours..

  • Hey There awesomenites...

    I noticed the other day that a Search box in the Project Tree would be of great assistance....There is one in the events and actions dialog ..but

    unless I missed it. there is no way to "search" except manually for objects in the Project Tree...

    For projects like mine..with 2000+ objects...a search box would rock!!

    Specifically one the displays the object or highlights it within the project tree...much like how it functions in the Events Dialog..

    'T would be a really great help for large projects

    possible ?

    :D

    mystazsea

  • Every Tick is a Timing Function of the Engine..not a movement coordinate..so having Every tick means that every cycle of the Game code the sprite will do what you tell it to...

    In your case..that meant growing 1 pixel 60 times a sec or so..:)

    to scale by movement you would need to define either X or Y movement or both ..to correlate to the Scale of the sprite....

  • I think what you are looking for is a "distance" expression restriction to the Head motions from the Neck or body of the dragon

    You could try adding an extra Condition to your Mouse events

    Use something like this

    Mouse(distance dragonheadx, dragon heady, mousex, mousey,)

    less than or equal to (the distance you want to restrict the movement to)

    then your usual events and actions

    another way is to "Physics Joint" everything in the Dragon head and neck.. and use a constant physics force that pushes the Dragon head towards the mouse POS but is restrained by the joint force...its a fine balance but it can work good

    Obviously alot of experimentation is required.

    Did that make sense?

    Ive used this technique in another game and it works fine...

    Just play around with the factors..

  • It may not be what you want but

    The Simplest way I use is to..

    Assign a FADE Behaviour to the 'Water Trail' Object..so that when each one is created/spawned.. it has a small delay and then fades out.

    You should also put a "Destroy after fade out" check on it or you will eventually have thousands of spawned water trail objects all invisible taking up memory:)

  • yeah same this as what vee41 said....but different words :)

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mystazsea

Member since 14 May, 2012

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