Uglypenguin's Recent Forum Activity

  • https://www.dropbox.com/s/6ujs1cjnoiia5 ... .capx?dl=0

    The inventory array is arr_inventory

  • So ive worked on creating a sort of custom movement. I had to change it from WASD to more of a fps contol for gameplay reasons, so wherever your mouse is is where the character faces, and WASD is subject to the characters angle unlike the '8 direction' pluggin. Im in need of it being smoother though, I tried using 'custom movement' for it, didnt work out. So I use a variable, its the 'step' in which the character moves. My events are set to when W is down move forward at 'step' every so and so seconds

    That left... An unnecessarily complicated method of movement, acceleration and deceleration. Does anyone know of a plugin that does what I'm looking for or just a better method of doing so?

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  • Quite late! I took a break from coding for a bit. In concept it sounds great but I'm not sure how to implement it into my existing code.

  • Im trying to create a weight limit to the inventory.

    One way to do it I thought would be to add 2 global variables one is weight, the other is weight limit, weight limit can be levelled and the weight represents your current weight, which I want to manipulate by an array. I don't know how to make a condition to get value y for each spot in the array to be weight. Say I have wood in my inventory and each piece of wood is 5lbs. So y in the array is the amount of a particular item if thats 4 you will have added 20lbs to your weight. here is a concept I cant seem to figure out-

    if array contains x(ID of the object)

    addto Weight: InventoryArray(X, see condition) *(multiplied) corisponding y index?

  • Okay thanks for the help!

  • Ok how would I get that generated on the start of a layout and saved to a sprite object, so that its not regenerating every time you open the chest?

  • So in designing enemy AI, making pathfinding calls for enemies, would this make it possible to generate random paths that wouldn't be blocked?

    Enemy-on contact with player

    -Enemy-find path to player.x +random(-250,200) -(what goes here is obstacles)width

    -Enemy-find path to player.y +random(-250,200) -(what goes here is obstacles)height

  • I was able to accidentally, but successfully recreate this. Give two objects the ScrollTo behaviour, one being the player, the other being whatever sprite. Set that second sprite to the mouse cursor every tick. Then if you move your mouse the screen will move as far away as it can from the player but also keep the player on-screen. It had smooth control as well.

  • So I'm trying to find the best way to make a chest in my game. I originally tried to use an array but I don't know how to display the items in the chest doing that, nor do I know how to set each X value to a random number(loot generation). I instead made 10 variables on the chest which choose random numbers (each is an ID of an object/item). When you press E after having opened the chest, It adds ALL of them to your inventory. To make a selection of which item you want easier, I scratched that idea. I don't really want to go with the variable generation either, it seems tedious and a bad method. Let me explain what I'm trying to do.

    (Chest code for reference)

    So I came up with the idea to show a small chest inventory like the player inventory shows. So each inventory slot is an object and the frame determines the object ID and adds it to your inventory accordingly.

    What I wanna do is make it so all of these boxes for the inventory slots will do one of the following- Either move them to the chest you have opened and slightly to the left, or for each chest on the start of the layout spawn inventory boxes. But then it would be hard to set the UD and LR id's (that's how I get WASD control in the chest inventory)

    Also depending on how the above problem is fixed, I may need help creating random generation for the chests (If I end up going with random generation by chest instance variable, help with this part won't be needed). If each chest ends up spawning boxes at the start I won't need help, I have a concept that will work. If the boxes end up moving to the chest each time you open one I'm going to need a way to store the information of the chest contents and be able to retrieve them if you open the same chest, and adjust the inventory boxes accordingly.

    If you wish to mess around with it and test yourself, here is the capx. The troublesome code is on the "Object" event sheet and bookmarked. Press E to open the chest, TAB to close and resume control of the player- https://www.dropbox.com/s/6ujs1cjnoiia5 ... .capx?dl=0

    Any help is appreciated <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • How would I keep all the behaviours/LOS events from all going off at once though?

  • I have it identical to that and its not working :/ I dont understand

  • So Im trying to make a skill system. On the start of layout I add skill "Sprint" to your skills, its one of four. Is seems all of them work but this one skill, Sprint. If you drag the events out of the array event "contains value=3" and into the movement group it works. But not if its under the array event. And help? I looked at "arr_Skills" Array on Decode, all events should be working...

    I bookmarked the main events and said how to test the bug/my error above

    https://www.dropbox.com/s/cm0enqevtlec1 ... .capx?dl=0

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Uglypenguin

Member since 18 Jun, 2014

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