dop2000's Recent Forum Activity

  • The first animation plays fine. Budo_talk. The second Budo_N won't play even though it does on various other layouts and event sheets.

    We can only guess why it doesn't play. That's why I suggested you to use Debug Mode - you will see what's going on with the sprite.

    Maybe the default animation speed is 0 and it's stuck on first frame. Maybe some other event stops this animation. Impossible to guess without the project file.

  • The only way I know is to do it manually - copy objects, copy files, layouts, event sheets etc. If there are objects with the same names, you'll need to resolve these conflicts first.

  • That's not a second animation, it's a different object. Run in debug mode and check that object - visibility, animation name, animation frame, animation speed etc.

  • Yes, System -> Wait

  • Why do you pick by lowest value?? Use "ItemIcon compare variable" condition:

    ItemIcon compare variable InvX=ItemPosition.CurX
    ItemIcon compare variable InvY=ItemPosition.CurY
    

    And, as I mentioned earlier, when using "For each element" loop you need the way to stop it. Otherwise it will update all slots with "Nothing" value.

    It would've been a lot faster if you could just share your project file.

  • How hard is it for someone, who has 0 programming experience to add multiplayer to my game?

    It's going to be hard. I suggest studying the official multiplayer examples and this tutorial:

    construct.net/en/tutorials/multiplayer-tutorial-concepts-579

    It's for Construct 2, but most things will still be relevant.

  • You need to pick the correct ItemIcon instance, corresponding to the array element. Without picking, the animation will change for all ItemIcon instances.

    When ItemIcon sprites are created, give them two instance variables - invX and invY.

    Set invX to ItemPosition.CurX
    Set invY to ItemPosition.CurY
    

    Then, when an item is picked up and you found an empty slot, you can pick ItemIcon instance by invX and invY.

    Also, if I undertand correctly, your inventory array has 4 rows and 8 columns. So you need to use "For each XY element" loop. (not "For each X")

  • Is it possible to add text to a sprite inside of the editor screen, or do I actually need this separate sprite text layer on top of it as a separate item?

    You need to add a text object on top of the button sprite, yes. You can add them to a hierarchy, then the text will scale with the button, move with the button etc.

    And also, what is preventing this layer 2 from appearing when I click on the button (while obviously hovering over it too)?

    That's why I suggested to use a different animation when the button is clicked. Something like this:

    Button set animation to "clicked"
    Wait 0.1 seconds
    Button set animation to "idle"
    

    Then changing animation frame will have no effect.

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  • You need to show the code, the entire event.

  • Several options:

    1. Use Button object and style it with CSS. But this is not a good choice for many games, because HTML elements are rendered above the canvas (or will require a special HTML layer), can "steal" mouse focus and have a few other annoying quirks.

    2. Use a sprite with several frames or animations. If mouse cursor over the sprite -> Set frame 1, Else set frame 0. On sprite clicked -> Set animation "clicked" and so on.

    3. Use an addon like ProUI. (also not recommended unless you require lots of other UI controls)

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dop2000

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