VictoryX's Recent Forum Activity

  • I have a particle system pinned to my ship. It is visually acting as a thruster. When they accelerate the particle system turns on, if they let go the particle system turns off. The issue being I cannot get the angle right on the particle system. It is shooting particles into the ship instead of out the back. This sorts itself once they pick up speed, but at the beginning when they are just starting it's shooting into the ship.

    I too received the dropbox email. This sucks I really liked dropbox . I bet they are going to see a decent size drop in users. Hosting my HTML5 games is literally the only reason I use it.

    Checking out BitBalloon as a new HTML5 host and it seems to work pretty decently.

  • So this has been dead for awhile, I ran into some issues that frustrated me so I basically called it quits for awhile. I started from scratch about two days ago and thought I would share my progress. I feel like I'm starting to get close although it is not completely finished yet and I have more work to do and probably a lot of code to streamline but this is what I have so far.

    https://dl.dropboxusercontent.com/u/729 ... index.html

    CONTROLS

    A,D - LEFT AND RIGHT

    SPACEBAR - JUMPS

    TAB - OPEN INVENTORY/CRAFT MENU

    MOUSE WHEEL - SCROLLS CRAFT MENU

    LEFT CLICK INV ITEM - ALLOWS YOU TO SORT YOUR INVENTORY

    LEFT CLICK BACKGROUND - ALLOWS YOU TO DROP AN INVENTORY ITEM INTO THE WORLD

    Basically if you have played Terraria the controls should be second nature.

  • Oh sweet ya I usually use Googles Spreadsheet and export as a JSON from there. Or at least that is how I have done it in the past I haven't tried text file or xml before though.

  • This is freaking amazing, thank you so much for your help. What took me 68 events to accomplish you were able to do in 16 and really as you said your format is much more flexible.There is just no way I would have thought to do it this way even if I had gone back and refactored. It's awesome to see you even took parts of my idea with the tokenat and tokencount and re-purposed it in such a useful way. Love this community so much, ya'll always come through for me. Thank you so much again. I'll post again once I have an updated .capx working from your example.

  • So I think I figured it out using my above idea. Basically I have a check_Craft function that checks to see if the player can craft an item any time an item is added or taken away from the inventory. I use tokencount to find out how many materials the item needs to be crafted. So if the recipe value has 2 "|" separators I know it needs 1 material or if it has 4 "|" separators I know it needs 2 materials etc. Then I use tokenat to find out what material and how much of each material it needs. So far I only have it working for the sharp rock and it is just a text based thing that says if you can or cannot craft a sharp rock but I think this will work. Fingers crossed, the .capx above has been updated with my most recent code.

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  • The limit is so large and at max by closing and opening the inventory you create 120 new UID's based on all the slots, an item in every slot, and each item there is a multiple so you get the number count. They would have to open and close the inventory millions and millions of times before reaching that limit. Even with every other object in the game you have to be creating something seriously massive to ever reach that limit.

  • So my thinking is this I can create a dictionary object for each key there will be a recipe name like Sharp Rock, Spear, Knife etc and for their values I will put in the materials and amounts needed to create that item with separators I can tokenat to.

    That way when the inventory is opened i can run through the entire recipe dictionary see what materials and how much of each I need to create that item if I have it in my inventory then spawn the crafted item on screen so that I can click it to craft it. What do you guys think? Sound like this will work?

  • So I would like it to work like this, when the inventory is opened, slots will show at the bottom of the screen that contain all the different items you can make based on the current items in your inventory. Some items may require you to be standing by a certain in game object like a crafting table or furnace to show up in the list. It's basically a rip from Terraria's crafting mechanics.

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  • Little bumpski, hopefully someone might have an idea I still haven't come up with a good approach to this.

  • This can also happen if you have an image named "ad" or "advertisement". If someone has an Ad Blocker on their browser it will see this image as an Ad stop it from downloading and cause your game not to load. Food for thought in the future.

  • You should be using an instance variable for the tank health instead of a global variable. So to do this select the tank sprite and on the left in the properties click the blue text instance variables create one called health and start it off at 100. Then when a bullet hits it subtract 20 from that variable once the variable hits 0 spawn an explosion and destroy the tank. .CAPX attached.

    https://dl.dropboxusercontent.com/u/729 ... ample.capx

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VictoryX

Member since 29 Aug, 2013

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