lionz's Forum Posts

  • Yeah set width and height, sorry not had coffee yetttt

  • PlayerBox set size Player.width, Player.height

  • Not an instance variable, there is a trigger event 'On enemy destroyed' which will action if you are destroying an enemy when hp drops to 0. They will also trigger once only by default. If you use 'On enemy destroyed' you'll find that the picking is a lot more solid and it should work in theory.

  • > You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc

    >

    Its usually better to decouple your item data from c2 objects. The c2 sprite should just be the handle that references the 'item' in the data structure, then you can pull data out for when you need it.

    Yep I didn't really expand on the arrays after saying look at tutorials. This thread quickly became less about an inventory storage and more about assigning variables to loot items you pick up in an action RPG type game.

  • I know how to make a single coin image fall from the top of the screen using the particle object but it would just be a single frame. You could potentially move a coin sprite object down the screen as it is animating?

  • I don't think so, particle object is more about applying an effect to a single image. You will just have to create an animation in the normal way using the sprite object.

  • You can double click on the particle object to open the image editor like you do with a sprite. You can then open/import any image and use that.

  • Possible you have the events on an event sheet that is not assigned to the layout.

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  • Have you disabled 8-direction behaviour? I can't see why you would need that move forward event.

  • Layers and Z order are kind of irrelevant here. If you have a solid object in the level and you push into it with an 8-direction object, then they should collide. If they do not collide then you must've tweaked something with one of the objects.

  • If an object has 8-direction it should collide with a solid object, you shouldn't need to set an event to make it stop so something has gone wrong there.

  • Yes you can choose not to display values that are 0 but these are all just minor tweaks, no need to continue this thread really I would go on and test it out and come back if you require any major assistance.

  • It makes some sense if it says +0, +0, +3, -1 in my opinion but you can choose to display whatever you want. Yes you can assign it to an instance variable on the weapon when it is created if you want.

  • There are different ways to do it. You could have the weapon choose(1,2,3), if 1 is chosen then it is a +strength item, if it is a +strength item then you pick a random value for the strength variable of the weapon i.e. strength=random(1,5), then if 3 is chosen its strength is 3, hence a +3 strength item. Then when the player equips this weapon, wherever the equip logic is, you add weapon.strength to player.strength so it'll be player.strength+3. You could actually put logic in to cover all values for all weapons at this point, since dex and vit will be +0.

    So on any equip weapon:

    player.str = player.str+weapon.str = player.str+3

    player.vit = player.vit+weapon.vit = player.vit+0

    player.dex = player.dex+weapon.dex = player.dex+0

    You can advance this further later on by choosing multiple initial numbers and assigning negative values so you can gain strength and lose vitality on weapon equip.

  • I guess you could do :

    On item created choose (1,2,3)

    if 1, s=true, v=true, d=false

    if 2, s=true, v=false, d=true

    if 3, s=true, v=false, d=false

    The true or false doesn't really relate to anything though unless you have some other logic setup. Rather than use bools you can have s=random value i guess.