Congrats2u's Recent Forum Activity

  • 99Instances2Go Kyatric Thanks both of you for your advices! Your example file is awesome 99Instances2Go! I was stucking when i tried to set it up on my own, so i think i will take your example as "state of the art" to implement this events. Thank you very much!

    Currently i have only one question, before i will starting again to implement the inventory. Why do you guys use one sprite with differend animation frames for differend objects? I thought the animation panel is for animations, which depends on a specific sprite type/animation (like a walkcycle or something like that) not for basically differend sprite types

    Best regards!

  • Hmmm another question: Ive created an Array which is 24 on Width and 1 on Height. I filled the X (Width) Slots with Instance names of the Objects i want to compare with the Height value (The Height Values should be "false" on each X Slot at the beginning). Durring the game i want to set those Y Values to ture, if the corresponding Spirtes are found by the player.

    Then the Objects should be enabled on my inventory.

    Would that be possible?

  • Hey, guys!

    I would need help with my inventory. I´ve Objects (Sprites) i want to store in an array. This Objects should be disabled, until you find them durring the game. The main problem is, that i dont know how to fill an array with sprites, and give them an identifier if theyre found or not. After that they should appear in the inventory (maybe with the opacity event).

    Saw many Tutorials, but iam not sure how to set it up currently on my own.

    Thanks a lot!

  • rojohound - thanks again .

    Ive a book as background, and on this ive placed some symbols (sprites). Now to the question: Is there a simple way to make something like a hierachy? I mean if i blend out the book, the symbols have to blend out too. Or do i have to make an event for each symbol on this book too?

    In unity for example - it works if i blend in/out the parent object, it effects the child objects too. So thats basically it. Maybe there is a possability i havent found yet.

    Tomorrow i will create an array to set each symbol active or inactive - it depends on if this symbol was found or not. but if i open or shut the inventory book, the symobls have to appear/disappear too.

    Thank you very much!

  • All Just another question: Ive got objects which i disabled on one layout (ingame). Now iam trying to enable them again from my menu layout (reset button) but this does not effect. Is there a special thing i have to pay attention for? Like communication between layers or something for objects?.

    on the reset functioin iam using: For each footstep1/2/3/4 order by 0 ascending -> Set collisions enabled. (Ive tried some other events to lick pick all or only a for loop etc.)

    Thank you!

  • Thanks granpa! Can i use this option for realease too? Or is this options intention only for debugging?

  • rojohound thanks for your reply. Ive tried it with the pick by comparsion event and settet to each footstep a persist behaviour. Works well - thanks for this! If we currently talking about this case ive got another question (of course ).

    So now i got all my footsteps with their special footstep.IID - thats cool but now i want to fire events on special footstep1.IID´s position. Lets say Ive reached the footstep 5 and i want to start an event on its X and Y location. Something like a speech bubble which pop´s up right next to this position.

    My Function is: System -> nextFootstep = 5 -> Create object "Speech Bubble" on layer X at (footstep1.IID.X, footstep1.IID.Y)

    Now i cant use footstep1.IID.X to specify on which coordinate iam on the stage. It would be great if i could use something like get footstep1.IID(5).X or footstep1.IID(5).Y and create the object with an offset nearby. Basically the Coordinates of the current footsteps are needed.

    Should i use an array to store the coordinates of each footstep - or would there be a smarter solution whitout using an array? (Like we did)

    I hope you can understand my description.

    Thanks to you!

  • 99Instances2Go thanks again for your answer! Today i recognized following i want to descripe:

    I´ve a minimap. This minimap is an extra Layer, on which you can see a small complete version of the ingame map. If you click onto a point on the minimap you come onto the right spot for the ingame map. On the ingame map there are the footsteps placed were talking about the whole time .

    The problem: If i switch between the minimap (remember extra layer) and the ingame map - all footsteps are resetet and invisible (because its settet up in the code ive get from ROJOhound (thanks again for that )). My Problem: Is there a possibility to save the founded footsteps with your solution ROJOhound? Because if iam finding - lets say - 5 foosteps and i switch to the minimap and then back again, i have to code that the footsteps ive found bevore are visible (makes sense because ive found them). But now the question of the questions. How? Ive tried it with a loop but that didnt work, because if i set the iids to invisible it will do it for all footsteps.... and again...iam confused about that fact.

    For example: System -> For each footstep1 order by foostep1.IID > 10 ascending -> foostep1 Set Invisible. So why there are all of them invisible? Usually all footsteps bigger than 10 should be invisible, and all foosteps under 10 should be visible right?

    Is it possible to do a for loop with this kind of "non-array"?

    Thank you for your awesome help!

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  • granpa Thanks for your answer! Could you tell me where i can find this option? Or where i have to set it up? If the mouse and the touch input will be triggered as the same, this would be the greatest solution for me - not only for testing as for the final input method.

    Thank your very much!

  • R0J0hound is there a possibility to get the last footstep with your function (even when i put some more footsteps onto the screen from the same kind?).Like i would get, if iam using an array (footstep.length-1).

    If the last footstep is reached, i want to trigger an event. But do i have to check how many footsteps are on the screen on my own (IID´s), or is there a function i could use, which controlls how many footsteps of the same kind are on the screen, and which one is the last one?

    hopefully you get the point out from my description

  • Hello again to all,

    today my question is: If i generate a game for html, and i want to upload it to my website, is there a possability to use a input which recognizes on which platform i open the game?

    Currently ive included both - mouse and touch input. But if there both enabled, the calculation of some input values gets weird. (Input positions arend correct)

    Basically i need the game to run on each device.

    One Excample:

    Iam using Set Location_Global_X to Mouse.X (OnClick) and in my touch function Set Location_Global_X to Touch.X (Is in touch). But both values are different (of course they may not exact the same but the click area should be near by)

    This functions arent enabled at the same time, to make sure they doesnt interrupt each other.

    Is there a possibility to have an input which works for both input systems? The coordinates should be the same on desktop and on mobile devices. (I need this for my minimap to main map transition which works on desktop but not on my mobile device.

    I hope there is a solution for this kind of "problem"

    best regards and thanks in advance

  • rojohound you sir, made my day. This solution is great. Thought i would need to create an array to get the straight order. But your solution teached me to think differend . Thanks for that!

    Ive implemented this code into my game and it workes like a charm.

    Great!

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