Basilboy's Recent Forum Activity

  • So your items are images and change animations depending on the item ID right? Well i'm trying to replace it so that instead of the colored block showing in the slots, it's text depicting the item instead.

  • An rpg does seem difficult to create, but I have a good idea on how to implement everything so far, stats, leveling, attacking, algorithms and all that.

    But this inventory system is literally the one thing that has been standing in my way the past few days. I really would like to figure this out. You mentioned dictionaries, those seem like a better idea for this.

    Can you go a little more in depth with them? Are they able to work this way: Items can get added and show as text, maximum amount of slots, items can be thrown away, number of specific item shown next to it?

    Please if you could just explain a little bit more. This has been really frustrating. I found this tutorial and it seems to be what I want scirra.com/tutorials/583/easy-inventory-using-an-array but I'm having a stupid amount of trouble trying to figure out how to replace the imagery with text.

  • The video was fine, but I still don't know how to come up with an inventory idea out of it. The tutorial here scirra.com/tutorials/614/array-based-inventory/page-1

    Was okay until he showed his visual algorithm, because then everything just got real complicated way to fast. And the last tutorial isn't exactly what I'm trying to do.

  • Okay like totally, like oh my goood, like whatever, liiiiike....

    Totalleh can't figure this out, I mean, I look up tha tutorialz on inventories and I just don't get it, but they get real descriptibe about a bunch of stuff my mind cannot comprehend.

    I wish I could understand arrays, I really do, I look up videos and read stuff online and I see things happening but I just don't get it.

    What practically all of them lack is a reference to how certain things would work with actual video games. If they showed stuff like that, that would make everything like totalleh easier. I guess i'm more of a visual learner.

    Anyways I just started on a tangent so I will just ask this quick.

    I'm working on a rpg, and have gotten to this very crucial part. I just need an inventory system where you get an item, and they show up as text in a menu that can be pulled up later. I also of course need it possible to throw away items, and have all items able to be stacked. If you ever played super hydlide, that is EXACTLY the system I am looking for.

  • Le bump

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  • How I do dis? I have an idea but I just know it probably would involve a stupid amount of sprite font objects (I'm using sprite fonts instead of text objects).

    My project is aimed towards mobile devices with touch screenz, so I need a name entry system where the user taps on the lettahs, right? And then some mo' lettahs pop up showing the name, with a maximum of 6 digitz, ya feel me?

  • Is it possible to show the total playtime a player has done? Even after saving a game? Like pokemon or somethin.

  • bump

  • Set the paralex of the HUD layer to 0,0.

  • Is it possible to have a layer over 2 or more layers but only visible on one of them?

    For example if there was a background in one layer and the characters layer on top, then maybe a 50% opaque black layer over that, and have this black layer only cover the characters, not affecting the background.

    What I'm trying to do is an alternative for a tint effect, as effects don't seem to work when exported on my mobile device.

  • bump

  • Hello, I'm having difficulty trying to figure out a way to smoothly incorporate all these animations for simply moving around. It's supposed to be very similar to how characters move in super smash brothers.

    The character has animations for when he is facing right, and left. They are the same movements, but different views, so it can't be a simple flip or mirror. So he has a turn around animation for when facing right or left.

    Then he has a dash animation, an animation he does before the actual run animation starts, and when he stops, he has a brake animation. When he turns around while running, he needs to do a turn around animation and then run again. And if he runs and turns around but stops, that is also a separate animation.

    I've tried the platform behavior and experimented around but it hasn't been working well for me as I just don't know what events would be good for this.

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Basilboy

Member since 22 Mar, 2013

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