Cameron9990's Forum Posts

  • So you need to arrange them in a grid, like an inventory? There are plenty of examples of how to do this.

    Here is a simple loop:

    Result:

    Waittt... would every single card in my game have to be on the screen then moved when this function is called.... because that'd be about 10k cards slapped around somewhere by the time I'm done... is there a way to have it spawn items in a family that are marked as owned?

  • Is there any way to change my viewport size in the event sheet?

    Tagged:

  • https://www.construct.net>

    Or do you need to arrange them differently? Post a picture of what you have in mind, or a video of a similar game.

    The cards all meet the search criteria, if a card doesn't, it won't appear there. And it'd be only owned cards. (the right side of the screen)

  • Check out this demo:

    https://howtoconstructdemos.com/template-for-a-card-game-shuffling-a-deck-of-cards-dealing-cards-to-two-players/

    It may not be exactly what you are asking, but it shows how to sort and re-arrange cards.

    What? not in the slightest what I need, that's why I said the card bit wasn't important. I guess what I'm asking for is more like an inventory thinking about it.

    Like a database of cards... but only showing the ones you own, or what meets the search criteria without any gaps or anything.

  • I asked ChatGPT to decipher this post:

    Yeah, I get what they’re asking. They’re making a pack-opening simulator (like for a collectible card game) and want to add a deck builder. The issue they’re facing is displaying a list of cards in a searchable way without gaps, while also making sure cards with a quantity of zero don’t appear.

    Breaking Down the Problem:

    • Listing cards for a search → They need a way to display all the cards they own.
    • Hiding cards with zero quantity → If a card isn’t owned, it shouldn’t be listed.
    • No gaps → If a card is removed, the list should shift up to keep things tidy.

    Cameron9990 Is this what you are asking?

    ...correct

  • For context real quick (doesn't matter if you play this type of game or not) I'm making a pack opening simulator for a card game, I'd like to make a deck builder.

    How would I take a bunch of sprite objects and have them listed out for a search, but also be able to have those objects not pop up if the variable for how many of a given object you own is 0 without having any gaps between anything?

    Sorry if this is poor wording, feel free to ask any questions out of confusion.

    Tagged:

  • There is a link to an example project in the documentation, have you seen it?

    Okay, genuinely last question... how do you do this when you select a family to be your icon set? I mean, it allows you to select a family, so I assume it's possible.

  • Yes, you can do this with [icon] tag:

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/text#internalH1Link2

    Hmm, I see. But how exactly does that function... work? Is icon replaced by the name of the object I'm ripping the sprite from or what?

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  • I'm trying to have like unique symbols in my text. Is there a way to insert any images between text lines? Like an image url or something? I'm trying to do something to simulate something like the image below, where it starts off with a couple and has some between.

    Tagged:

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  • So just a quick summary, I'm making something relating to a trading card game I play, like Yu-Gi-Oh! or Pokemon, just less well known. And their website has images of all their cards, but they're decently high quality. Based on the amount of cards I've put in so far I estimate that when I'm done, the file will be around 100GB which is absurd. Is there a decent way in Construct to fix the storage usage, like a simple way to shrink the sprite without it being unreadable, or without taking thousands of downloads for all the cards? Or would taking the physical sprite object and shrinking it down help at all? Just anything.

  • What about this one?

    https://www.dropbox.com/scl/fi/5hqgq824q8mhck1ww3cnv/ShinyCard2.c3p?rlkey=jidydz0psnugghkydviw1tj50&st=t4fl770o&dl=0

    It's still adding a darker tint, but other than that it's working now so thank you... although if you have a suggestion for the tint I would appreciate it, lol

  • Yeah, that example is pretty crazy, I don't understand half of it. But the light streaks are easy to make:

    https://www.dropbox.com/scl/fi/jwuqelur50c527xo7u6gv/ShinyCard.c3p?rlkey=jqm2zhqd4izqlyecpdypwgojq&st=jbg9skfe&dl=0

    My issue with the way that you did this is that it's still tinted darker plus it's not fit to the shape of the card (for context, the opacity on the original is 100% and cards generally have rounded edges)

    To fix the darker thing I set the blend mode to additive (which again isn't done in the original but whatever) But I still don't know how to round the corners of it.

  • ...no seriously, the Light Streaks magically being applied to the card doesn't make sense to me. Like, there is right around 0 events here, 0 behaviors. But somehow one of these things with 0 behaviors and events correlating to it manage to trim the shape of the light streaks, one of them holds the light streaks within itself, and somehow all of them make the black in all of the images transparent... HOW! There's no events or anything doing any of this, I don't understand it.

  • There's an example of this exact thing (plus some more fancy stuff) in the Example Browser. It's called "Living Card".

    So Umm... how would I do this in a non-3D game? Or at a minimum use the Light Streaks themselves? As when I tried just porting them and any code relating to them, the black was visible.