TELLES0808's Recent Forum Activity

  • Hi BACLog, I first did with, but the actual sample was made as it is just for the challenge =]

    I noticed the whole inventory is an array of objects, for a fixed quantity it's not necessary to setup an array, but if you do a dynamic inventory, where the slots increase it's size, so, the array is most than necessary.

    The whole eventsheet will be changed again, to compact it to 20 events or near or it (plus the debug on screen events) and maybe an array become necessary.

    The first time I used arrays I noticed:

    For this type of inventory, where you drag an item over another and they swap, you need to know the origin and the destination.

    The destination is important when you're over the equipment slots, so, you need to check what type of equipment is being dropped;

    The origin is important when you're dragging an item from the equipment slot to the inventory;

    Knowing this, arrays was not useful because any check to manipulate it can be reached by directly manipulating the objects involved in the movement.

    Next step is implement new behaviors, like to find the first slot available when you drag an item from the equipment slot to the inventory, and it can be done by checking an array or checking the first slot in the inventory not overlapping an item (what the array also need to know, to manipulate itself).

    Here is the problem, any additional check to manipulate the array can be used without the array and directly to the logic by setting instances variables or simple global variables, making the events simple.

    But, later I'll be implementing quantity for consumables and others items, there I can use an instance variable directly to the item or an array.

    ------------------

    Updated. Now it's free of bugs, also, I changed some layout elements and implemented a cute slime to be slashed by our finger

    I'll be updating the Arcade soon, hope you like!

    ------------------

    Arcade Updates

  • Thank you! I already figured out how to work properly by checking the overlapping and setting variables, them picking the object by the UID using the stored variable to work with =]

    By the way, you opened my eyes, it's kinda different from Unity in many ways =\</p>

  • Hello,

    I was out for at least some months, busy with an incredible amount of work, but now I can return to my preferred hobby <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    Let's talk about this Drag & Drop Inventory System. This inventory system is made without the use of arrays and families or functions, but need some improvements to reduce the amount of events.

    I'm planning to make another version with the use of families, reducing significantly the number of events by the simple fact of complexity while dealing with items of the same type overlapping each other.

    It's needing some improvements on the items dropped on the canvas, but at least it's working fine in the bag and equipment area <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    You can play the actual demo here on Arcade: https://www.scirra.com/arcade/tutorial- ... 0808-13249

  • Thank you for the tip, it's hard to understand this behavior...

    I'm placing everything in variables and checking them to avoid it again =\</p>

  • Problem Description

    I'm working in an inventory system similar to Diablo system, where the player is able to drag the item over a slot and drop it in the inventory or on an equipment slot.

    The issue happen when I check if the item was dropped over another item. I'm trying to check the bottom item and set its position to the old position.

    In this CAPX I isolated the checking events.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/470 ... _drop.capx

    Description of Capx

    This capx is designed to pick the bottom item when the user drop the one item over another;

    Steps to Reproduce Bug

    • When you pick one box, it will be placed on the layer top;
    • While dropping it will trigger a check:
    • If the item is overlapping another item, it will pick the bottom item and set the Global variable with its UID;

    Observed Result

    Nothing happened, the trigger didn't worked properly but the event happen;

    Expected Result

    Object is overlapping another object should trigger because it's true before the drop, but it's not.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10 last updates installed

    Construct 2 Version ID

    R240

  • https://www.scirra.com/tutorials

    Create a new project and search in the Templates for Sine.

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  • Placeholder is an invisible sprite used pinned to the sprite animations, you can use it for everything and make all the real behaviors on it and leave the sprites to just animate against the events.

    Some useful help can be read here:

    https://www.scirra.com/tutorials/355/ma ... iple-parts

    and here:

    https://www.scirra.com/tutorials/361/un ... moke-trail

  • I avoid it by setting the same collision box for all the sprite animations in all animations, or by attaching a placeholder on the animation, while the placeholder is the real player.

  • Problem Description

    I was trying to reproduce a collision check for this topic (viewtopic.php?f=151&t=184942), when I discovered this possible issue.

    The Pick Overlapping Point is not working in some circunstancies. This is a very simplified version of my sample file.

    When the player is bellow the last platform and jump, he will fall through it, not triggering the event, also, it happen on the higher platform of the middle region when you're over the middle platform and trying to jump over the higher one.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/470 ... point.capx

    Description of Capx

    The Ground object is a solid object, disabled when the player is not touching it with his bottom point and enabled when he is touching it.

    Steps to Reproduce Bug

    • Jump trying to reach the top of one platform;
    • Walk and try another platforms;

    Observed Result

    Observe some platforms in some circunstancies not triggering the event properly;

    Expected Result

    Always when the player is overlapping the platform with his point 1 should trigger the event to turn the platform a solid, but i'ts not happening;

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (N/A)

    Operating System and Service Pack

    Windows 10 fully updated

    Construct 2 Version ID

    R240

  • Well, take a printscreen of you events and place here, I can't figure out what you're doing wrong.

  • On Touched Object is a trigger who works only once, so, you can't use On Touched Object and Once While True, they are the same with the add of the touch condition.

    You can solve your problem by inverting your condition events, check the last by first and so on or use the sample I made, but you'll need to change your logic.

    https://www.dropbox.com/s/ea4upippd637y ... .capx?dl=0

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TELLES0808

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