Gussy's Recent Forum Activity

  • yes i know that event..... but is there a simpler way of saying when item is destroyed create same item and animation on frame 1 and not 0?

    Ok hour later i figured it out! this is what i did

    I created a Global Variable Item_obtained ""

    then when Items get picked up it sets Item obtained to the name of animation(item name).

    next an item is created and animation is set to Item_obtained.

    that way every time my character picks up an item the item gets created in the inventory.

  • i have a sprite with animations which are each item seperately but only first frame is the item and frames 1,2,3,4 are rarity of them and will be shown in inventory only , when i have it create another it only spawns the sprite on the first animation during create object, any ideas how to control animation and what frame?

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  • I might understand, I have read about all the terms i'm just not experienced with utilizing them. you can try and explain... please

  • i cant seem to figure a way to build this inventory so the slots know when they are full and always have items go to the most available slot

    can you look at my work and see what i'm doing wrong and possibly fix it for me

    i'm still learning contruct 2 and strings and what not and any explainations need to be fully detailed

    https://www.mediafire.com/?9kpchwyxsfbp762

  • this sounds good but if put in

    array.indexof(emptyvalue)

    wouldn't the items just get set to going into slot 1 even if there is an item there.... seems like i need some setup to check which slots have items and which are free

  • so i have an array in which items spawn in my inventory my inventory is like 40 spaces

    i use parameters

    X=array.CurX

    Value= array.CurValue +1

    and when i click to pick items

    it spawns on

    layer= Inventory_window

    X=inventory_slot_0_0.x

    Y=inventory_slot_0_0.x

    but if i drag item out of the box i understand that the value of my array when i pick items it wants to keep progressing is there a simpler way of having it check for slot is open and put item in the next open slot so if i put items in slot 123, then take out item in slot 2 . next time i pick an item it goes go slot 4 rather than slot 2.... thats what i'm trying to achieve any suggestions or setups?

  • fireche first off you say its easy to build an inventory with array , then you say its too much work for someone to help build a full inventory. well if everyone actually didn't make half ass tutorials and did a step by step for fully working inventory, i wouldn't be here. I have seen many long tutorials that show alot of work so dont tell me anything is too much work. If someone wants to, they can create as big of a tutorial as they can. Its people that like you who are lazy acting like you know it all.... everythings easy..... and making it sound like i'm dumb. I am in the dark on these subjects so be my mentor and teach and that way it might help everyone

    YES- I see your way of using the ARRAY, I understand how ARRAYS are used

    NO- I dont understand JSON's or AJAX, I dont understand alot of other things that need to get to where i need to be

    so if anyone here who wants to touch on a subject that will help me learn please feel free to add to the know how, i think it would be cool if we had this thread as a full tutorial of an inventory. i'm not mad at anyone i simply just want help and nobody to hold back even if its alot of work to educate. you dont have to sit and type or tell me everything all at once i dont expect to have all the information right away. just feed a lil bit at a time

  • yes i did try somethings let me show you my capx of my attempts

    http://www.mediafire.com/download/tngv8zhp38segzw/Myinventory4.capx

    In this first build a programmer helped me put it together and taught me about picking and strings that i didn't know how to use

    each item is a frame of the slot and when you gain an item slot 1 will change to animation frame of the item, if its a gear it will go to next slot if its a bug or anything else it will stack

    but then i wanted drag and drop ability what if i drag item to elsewhere like a gear to my character sheet to equip it .... then that means the slot wouldn't be there anymore

    so then i build this

    http://www.mediafire.com/download/9kpchwyxsfbp762/Inventory+drag2.capx

    this has drag and drop and i have inventory next to character equip slots (i combined the sheet to make it easier) the item being pinned to a item icon because each item i wanted not in a family so each gear can have random rolls for STR,VIT,DEX, ect. but the items all go to one slot and i'm doing something entirely wrong.

  • ok i come back 2morrow (been working on this for 8 hours) i've been searching for how dictionary works but they keep leading me to json and ajax and that they load these things. my brain hurts after looking at the manual and tutorials. maybe some more detailed info can lead me right way ..... and i thought all i needed to know was ARRAYS ,shots fired at Fireche!!! lol

  • ok now thats just confusing me cuz now i need to look up JSON and AJAX and all that

    i understand your indexes didn't relate to any tutorials i just saw that and was ... oh is that how i assign the x,y for each item and that would mean for alot of actions per each item

  • oh shoot another dumb question where am i exactly assigning these x,y values?

    I was looking at this first image on this tutorial is this how its supposed to setup? is there an easier way to setup per item since i'm going to have tons of items?

    https://www.scirra.com/tutorials/614/array-based-inventory/page-3

  • In this example that lennaert gave me wouldn't the inventory array 0,2 = check for swordstrength not the amount of the item? i just started creating these arrays and i ran into this question. sorry if this is a silly simple or obvious thing, bear with my dumbness. but i would think i need another Y variable in all items array for "amount" am i right?

    example

    all items

    x,y

    0,1 = "sword"

    0,2 = swordstrength number

    1,1 = "shield"

    1,2 = shield strength number

    2,1 = "potionX"

    2.2 = potion health amount number

    Then you have 1 small array, where each item you posses take up a X index, where its Y(1) hold the id from the x based index of your total inventory array, and the Y(2) determine how many you have of them.

    Player Inventory

    x,y

    0,1 = 0 (x ID from the sword)

    0,2 = 3 (you have 3 swords)

    1,1 = 2 (x ID from the potion)

    1,2 = 10 (you have 10 potions)

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Gussy

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