TELLES0808's Recent Forum Activity

  • Use persistent behavior on these enemies.

  • Condition: System>Pick by comparison: "Desired item to be picked" with Item.ID = OverlappedItem.ID

  • Drag and Drop Inventory System — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/drag-and-drop-inventory-system-3086

    <h3>Drag and Drop Inventory System</h3><div class="deshr"></div><p>You can make your Inventory looks fantastically easy to use with this innovative template easily and effortless.</p><p>The drag and drop behavior is fully compatible with mobiles and computers, also, it's light and speedy.</p><p>This template is a work thought to be easy to use, also, as it don't use families, arrays and plugins, you can use it with a Free License of C2. The events are fully commented in every step and the logic are simple to follow thanks to the debug system on screen while in preview mode.</p><p>It is a work in progress, it means that I'll be updating this template over time with more features and improving performance, reducing events and even more, free of charge. Desiring something else and don't knowing how to implement or found a bug, unstable behavior or just want make a question, drop me a message and I'll help you.</p><p>If you're new to Construct 2, you'll be able to manipulate it with minimal knowledge, plus the support of this template on the forum will give you confidence to implement, exchange or simplify the system easily.</p><p>As an older user, I believe this template is the first of it's type, with Inventory, Dropped Bag and Equipment Behaviors ready to be used in any game, including RPGs, Adventures, Shot'n'Run, and an infinity type of genres where an inventory is always welcome.</p><p>Learn from it and show me your game, I want you success with style. Thank you!</p><p>Features:</p>

    • Easy drag and drop system;
    • Inventory behavior;
    • Equipment behavior;
    • Dropped Bag behavior;
    • Trash can behavior;
    • Awesome slime behavior;
    • Awesome moon;

    <p>Thank you!</p><p>Changelog</p>

    • R1.00 - Release to the public;

    Use this topic to leave comments, ask questions and talk about Drag and Drop Inventory System

  • While B = C: randomB(10)

  • It's just the basic, you need to improve it with more AI. =]

  • The system>Create object only accept numbers as far as I know, while placing "" will turn it into a string.

    If you know where the player should go, pick this coordinate as number and setup the System>Create> to that position.

    For example, if you want the player go to slot 11, and you know the name of the object there, just setup:

    System>Create>ObjectPosition11.X,ObjectPosition11.Y

    Where ObjectPosition11 is the name of the object on position 11.

    To know what object you should pick before setup the creation system, pick it using, now, a string like this:

    Condition: System>Pick by Comparison>ObjectPosition & DiceResult+PlayerPosition

  • Its not working the bound to layout behavior? Also, checking if the item is overlapping the wall before running its events should be enough.

    Sample CAPX: https://dl.dropboxusercontent.com/u/470 ... %20AI.capx

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  • I prefer to use events instead of instances, where you're able to setup everything in a visual way, but that's just a personal preference.

    Did you tried to run it once using the "Run Once While True"?

    Without analyzing the whole code I can't help you to workaround it with a different logic.

  • You should check the item before destroying it, otherwise, any of that item will be destroyed, because you said it, destroy all items of that type, while not giving the system a path to select the right item.

    If you want avoid it, try checking what item was hit and pick it in the event.

    Something like this:

    Sample CAPX: https://dl.dropboxusercontent.com/u/470 ... ullet.capx

    After picking the correctly object, you can make one less step by working in another way.

    Making a container. It's smart because everything inside the container will be destroyed, so, any armor or weapon spawned by that object will be destroyed with him.

  • It may help: https://www.scirra.com/tutorials/361/un ... moke-trail

    By the way, I'll explain you the easiest way to pick the object.

    First, you should know its UID or at least something to identify it in the runtime.

    I prefer to use instance variables in the object itself, works great too.

    When you create the object in the function, set the instance variable in the sequence, like this:

    Sample CAPX: https://dl.dropboxusercontent.com/u/470 ... ction.capx

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TELLES0808

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