JimmyTHicks's Recent Forum Activity

  • I've been working on an inventory system, I've made a few before, but they have all used the method of having an object called inventorySlot or something of that manner that contains all the item images in the game. An array is used to store the item stats and the inventorySlot objects just act as a visual medium for the user to view, and to store x and y index positions for management(I've made click and drop based inventories).

    The goal for this, however, is a tad more ambitious. I'm trying to make a diablo-style visual inventory(rectangles only, no tetris nonsense), and have found only a single tutorial so far that matches what I'm trying to make by Pixel Rebirth, but the links he posted in the tutorial are dead/broken/outdated(this is the tutorial, it's really only basic information for those who may have experience with this sort of thing already):

    http://weconstruct.blogspot.ca/2011/06/ ... ntory.html

    I've also checked the frequently asked questions section and only found the style of inventory system that I've made before, and some diablo-esque movement tutorials.

    Can somebody give me an explanation on how to make a visual inventory in an efficient manner or even a reference to a tutorial that explains what Pixel Rebirth was describing, but slightly more in depth?

  • Interesting solution, never thought to do it like that really. And I see what you mean about the large amount of tiles causing some sort of indexing confusion in TILEPLACER.capx with the way it's set up right now. Although, I'm not planning to have in-game manipulation of tiles(the level editor is really for me not the players lol) I was thinking you could have a save function that reads each editorTiles' animation frame number and saves that(to an array mayhap), then when loading said level, have it place basic tiles with only single animations instead of the editorTile. I'm not asking for assistance with that, just mentioning it for clarity on what my initial plan was.

    Thanks.

  • I've been programming a fairly extensive game lately, and am in need of a level editor. What I am having issues with is block placement, specifically, having blocks detect surrounding blocks and changing their appearing accordingly. I know there's lots of forum discussion out there for Terraria/Starbound-type block placement, but I haven't found any that match this quite close enough for me to work with. Any suggestions welcome, even a link to a forum page/tutorial I might not be aware of, I also uploaded a .capx example I made earlier tonight and it seems about as responsive as the real thing(LOL).

  • Awesome thank you

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  • Is it possible to darken a layer without darkening layers behind it?

    I'm attempting to do lighting similar to Terraria, the ground, trees, player, items ect got darkened at night, but the night sky was still bright and clearly visible.

  • It is :O Well that's embarrassing, thank you very much.

  • This is the closest I've come to getting it working.

  • JoyfulDreamer made a post a while back that went over the math involved to create a pseudo3d game(akin to Doom or Mario Kart SNES). After reading the post numerous times and attempting a few,broken examples, I've had little luck. The math seems simple and I don't think that's the issue, can anybody put up a simple example .capx to show how this is implemented, or explain the events that would be required, or any information that may be of assistance.

    This is the post from JoyfulDreamer:

    https://www.scirra.com/tutorials/534/ps ... mes/page-1

  • AngelEyes

    Not exactly, I want the smaller hexagon to resize itself based on the players stats. Its(the smaller hexagons) vertex are stretched from the center point based on their corresponding value. The larger hexagon is mainly for show.

    mindfaQ

    That is what I had in mind, yes.

    Many thanks, I've always been super fond of these graphs in games for some reason. Something too cool about getting a visual representations of your progress.

  • AngelEyes

    I'm simply using it for displaying stats(there happens to be six). It doesn't need to be interacted with aside from positioning it on the screen when the player opens their Status Menu(operated by a flag), it does not need to be interacted with.

       I'll elaborate on what I mean by Fullerene(as I may have used the wrong nomenclature).

       There will be a large hexagon, with a smaller, semi-transparent hexagon fixed at its center.

       Each vertex of the larger hexagon will correspond with one of the six player stats(Might, Focus, Dexterity, Fitness, Nerve and Fate), and based on these stats, the corresponding vertex of the smaller hexagon will be stretch toward the outer edge of the larger hexagon.

       This will create a polygon that reflects the players current stats.

    Hopefully that wasn't too hard to follow, let me know if further(or clearer) explanation is needed.

  • Is it possible to make a Fullerene Graph(Hexagon Graph) in Construct 2? I've been messing with resizing and/or stretching(openGL Effect)objects. But, clearly this isn't what I should be using to get my desired effect. Does anybody know how to do this? Or know of somewhere for me to start possibly? Any suggestions welcome.

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JimmyTHicks

Member since 10 Oct, 2013

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