PixelRebirth's Forum Posts

  • New in version 0.84:

    • Added action "Clear cell" (can keep bound sprite)
    • Added action "Load item string" (for pools)
    • Added tag parameter to the "Placement"-action and conditions
    • Added expression "AmountAt" which returns item amount at coordinates

    The included example was also updated with a "Take all"-function.

  • This is worth more than 3.60 usd dude great job! Wish I knew about this earlier

    Thanks for the kind words! I hope you will be able to make good use of the plugin.

  • I had to games with EVERY SINGLE feature PLUS added features + ONLINE, website forums and all! But I cant figure out how to make inventory similar to this one, with Quantity. I bought 80% of the inventories in the store but non have stackable items, or are simply way to hard to use. Idk if anyone can help in any way then please do it will be greatly appreciated!!

    There are a few videos on YT showing how to create inventory systems in C2. I can't speak to their quality, but maybe you should check some of them out if you haven't already.

    Since I found it a bit annoying to create inventories within the event system myself, I created a dedicated plugin to help with this task: Inventory Aid. It definitely has working stacks but beware it's not fully finished (version 0.81) and I do not offer it for free unfortunately (currently still C2 only).

  • The new update introduces pools, which are essentially lists of items that can be used to generate randomized loot from pre-defined groups.

    New in version 0.81:

    • Added action "Create pool"
    • Added action "Add item to pool"
    • Added expression "RandItem" which returns a randomly selected item name from a pool

    The documentation has also been amended now to cover all of the more recent changes.

  • New in version 0.79:

    • Added condition "Item has property"
    • Added condition "On instance of type spawned"
    • Added action "Load property string"
    • Added expression "LastSpawned" returning the name of the last spawned container instance

    There's also a new video available explaining how to load items from a spreadsheet. Check it out here: https://youtu.be/ArM1aVidtP0

  • Another update is available now.

    New in version 0.75:

    • Added loop condition "For each item" (in container)
    • Added action "Access cell" (previously only "Access cell by item UID" existed)
    • Added action "Clear container"
  • A small update with the promised fix:

    New version 0.51

    Changelog:

    • fixed bound text not being on top
    • fixed some wrong descriptions
  • 1/10/2017

    Mini map system and inventory system WIP

    Mini map system:

    video here:

    https://youtu.be/AEeOhHb6mUY

    inventory system:

    video here:

    https://youtu.be/5J-4MDYI_SE

    thank you to pixel Rebirth for his excellent plugin

    check the plugin video here:

    https://youtu.be/yW0rQbm1eJU

    we still working in the inventory UI and the mini map UI.

    Looking good! Always like to see different Metroidvania projects.

    And thanks for the shout-out!

  • hey I have a question, I try to add a image to the menus but for a reason the sprite is always over the text that I bind to the menus, how can I solve that?

    Hey, I did claim the following before:

    If both text and sprite are bound objects controlled by the plugin, they should actually be created with the text on top. Depending on what you're doing you'll have to use events to order things (move to top).

    But now that I checked again that isn't actually the case. I corrected the order and will upload the updated version shortly.

  • Why not put it on the Scirra store? It's a win/win!

    That's also where I manage all my premium plugins and resources for Construct.

    (You had to know you were gonna get this question =D )

    I am considering this option, but only once the plugin has reached version 1.0. At the moment it's sort of an "early access" kind of deal.

    [quote:3cwrz5up]Outside of that. Man, this looks like it can save a lot of headaches! Or at the very least at a lot of time...

    I hope a 'take all' button and 'use item' ends up as easy as it seems.

    And that the included save system isn't too difficult to dive into, that's a critical feature!

    I should probably cover some of the things you mention in a new plugin video.

  • Here is a tiny but useful update.

    New in version 0.73:

    • Added an animation parameter to the "Bind object to item"-action which lets you set the animation of a bound sprite.
  • Thanks to everyone who supported this plugin so far!

    I know I'm way behind schedule, nevertheless here is finally the first small update.

    New in version 0.72:

    • Added property "Resize sprites" which determines whether or not to resize bound sprites to the cell width and height of the item.
    • Added a frame parameter to the "Bind object to item"-action which lets you set the initial frame of a bound sprite.
    • Fixed the "On created"-condition not triggering for bound item objects.
    • Fixed an issue with "Subtract item at" where the bound count object wasn't actually impacted.

    Special shout-out goes to Pete Nolan! Thank you for your feedback!

  • Inventory Aid Plugin

    Inventory Aid” is a plugin for Construct 2 designed to help with the creation of typical game inventories, the likes of which can be most prominently found in RPGs and related genres. Usually those inventories are grid-based, holding items in each cell.

    While this plugin was designed to be easy to use, a basic understanding of Construct 2 is definitely required beforehand. Still I would probably recommend “Inventory Aid” the most to those considering themselves slightly advanced users already holding a license.

    Purchase the plugin:

    https://www.construct.net/en/game-assets/addons/inventory-aid-960

    View the documentation:

    http://www.pixelrebirth.net/inventory-aid-documentation/

    Watch some videos about the plugin:

    Subscribe to Construct videos now

    Thanks for checking out the plugin. Any feedback is welcome as always!

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  • This feels already very cohesive, which is a rarer quality than one would think. Liked the demo, a violent and fun romp. Looking forward to see more!

  • yeah I checked it out, for some reason when i use the unspawn action it doesn't work...

    The menu disappear but I can still select

    But I will eventually figure it out

    Menus that aren't spawned can still be manipulated if you wish to do so. Try adding the "Is menu spawned"-condition where it applies to prevent this.

    [quote:39uc8s8c]This is a very useful plugin, and well done, thank you for sharing it !!!

    Thank you and you're welcome!