Hmm I would ask why can't you do it on one screen/layout ?
Ah ok it's because you're using an x,y array so you need to say at (loopindex,1) I guess to check there is no item. When you use (loopindex) that first cell is always 0, im not sure what the numbers are for tbh.
You don't put = "i", the "" is to represent the empty array cell you are searching for. Whatever the data is for an empty cell if its "" or 0, you use this. Then on setting the variable it's the loopindex only. You can then use this to add an item to that array X.
I edited above so you can see the structure
There's a system way if you understand it :
for "" from 0 to array.width,
- if array.at(loopindex) = "", then stop loop, set variable to loopindex (stores the x)
Yep you answered your own question, you'll need to create some new logic that checks for empty slots, you can't really just push to the back if there are empty ones in between. You would just use a for loop and loopindex compared with the array X until you find one which is empty "". You can either do this or have an inventory where deleting the item moves everything down, you would do this by deleting the actual row rather than its contents.
The way I do it is to give the 2 objects instance variables, like an ID, and then they are the same number so they relate to each other. Will that work?
Again you can say if a symbol is overlapping it then it is true. You can do this by other methods though, on touching the object you can set an instance variable to true to note that you touched it and created a symbol.
Time to revert back to the basic events you had then :) no need for function. I think also if you are calling the function every tick then there isn't a need for it.
This is all about picking and relating the symbol to the object. In simplest way you can say 'on touch object' pick symbol that is overlapping object, destroy it. And for the second part, pick in the same way and change it. There are other ways to relate symbol to object but this is a basic way.
Did you use spawn or create? I think if you use spawn sprite 2 from sprite 1 then it should pick correctly and relate the sprite 2 to the sprite 1. So you say for each sprite 1, spawn sprite 2 at image point 1 should work for each, try that.
I know this but you didn't change anything? The guy above mentioned how to fix it. This appears to be the same screenshot from the first post so what did you try?
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I am correct guys! luckyrawatlucky what's the problem? share a screenshot of the new events and where the issue is, thanks
not curx. if you are going to use slot IDs then you need to relate the slot ID to array X. so slot ID 1 is 1 in the array also. Then when you select the slot object which is ID 1, you take the slot_Id and then compare array x where array.x = slot.ID, then delete the contents. You should also get rid of item ID that's not needed. Think of the inventory more as the array and not the visual side.
You should be making use of slot_ID to relate to the array X. This makes things easier. When you select the item you look at the slot_ID and delete the item from the array X that is the same.