lionz's Forum Posts

  • What is the memory usage it should show it in debug preview

  • The memory usage is? The problem will be with 600+ sprites with animations not the Fade behaviour which is just changing opacity of the object.

  • Your file won't open so I don't know how you broke that. I think all you need though is condition animation frame = item.ID add 1 to amount, Else add to empty slot.

  • How did you pause it? :D

  • Your logic is the wrong way round, you first need to check if the slot exists which you are doing at the bottom. Then you can add an Else and run the logic that is currently at the top. I always promote the use of arrays for inventory though, it's much better and easier.

  • You could use an array or the 3x3 grid but if you know how to manipulate an array in that way then you might as well redo the inventory so it uses an array. I don't know how 3x3 works in minecraft but if using an array, each of the 9 slots relates to an xy o the array, when you drop an item in you set the item name in the array. I don't know what it's looking for in a 3x3, but if it was 2 items you would compare the items at X=0 and X=1 and see if it matches a recipe. Recipes would probably be in a second array for comparison.

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  • I'm not familiar with minecraft, how does the crafting work? Or what do you expect to happen? I guess you didn't use an array, that will make it more difficult but it's still doable.

  • A recipe would be itemA + itemB = new item. To check if you have those items you use an identifier I guess in your case the ID, or an item name.

  • Add it to an on start of layout condition if you want to save, don't do it like that those actions won't run.

  • Thanks for the help! sorry about the longer wait for a response, i was busy this week. The pick all condition worked great! My inventory system is now fixed

    Great :)

  • It's hard to imagine the game because Vampire Survivors and Binding of Isaac are like two very different games. It depends what weapon the player has or how they attack. Nice art though.

  • Actually I had some free time so I just made it, you can select the NPC to talk with then choices then keep clicking to progress the mini dialogue bit. Take some time to look at the file and understand it, so you know how to add more NPCs and edit it to fit your game. dropbox.com/s/ibut9p94tzj96mj/dialoguesys.c3p

  • With an array seems best so you can pull the choices from columns and the NPC would have an identifier for the row. I guess for simplicity you make it so that each choice clicked moves to same column for all NPCs. Then in each cell you can have the text string with separators as described above. There's a lot going on though if you have to select choices and then proceed through changing text. You would need to create the initial box with dialogue and choice maybe pulled from the first 4 columns of the array, then the text objects when clicked navigate to either 5,6 or 7.

    My approach to close the conversation or return to the base choices, you could in the string add something to the end so like "String1_String2_end" or "String1_String2_back" then as you proceed through the tokenat() you add another sub-condition if text=end then close the conversation, if text=back then return to that original text.

  • Yeah text object is clickable so you could use this. You'll have to build some kind of dialogue system. To return to the original text or close the dialogue you could even add that into the string of text as an identifier and compare.

  • Are you trying to set it to the lowest slot available like when you drop it outside the inventory or are you saying you want it to snap back to the slot it was just in?

    To pick the lowest slot available think about it, you need to apply the logic 'pick slot with lowest number that is not occupied' in this scenario, same as when you drop it outside the inventory. Instead under the isOccupied check you replace 'slotnumber = invslot.number' with the 'pick slot with lowest number and is not occupied' condition.

    If the expected behaviour is the latter that it snaps back to the slot it was just dragged from the problem is to do with inventory slots being picked. In the events you have narrowed it down to pick the invslot you are overlapping and only this, so you cannot then pick the previous invslot it was assigned. To fix this you open up the instances again to be picked by adding a 'Pick all invslots' condition above the condition you have now. This will then allow it to pick the previous invslot based on item variable.