lionz's Forum Posts

  • Welcome! Not really a tutorial but check out the example game file with Construct called 'Pop Lab'.

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  • Sorted it here, I made the type sword and shield fixed to each slot I don't know if that was the intention but I guessed so since they were named as such and had animations.

    dropbox.com/scl/fi/u130jr1uaqkytf661j21s/game_edited-2.c3p

  • Please post screens using x,y and also a screenshot of the recipes sheet.

  • Your inventory should be made up of slot objects that you can give IDs that match the row ID in the array. So if it is 9 slots across for example, 0-8 in the array account for the first row, then 9-17 in the array account for the second row. You don't need to move between any row of the visible inventory as the array rows (X) each refer to one slot. So the logic you have now, if 0-8 are all occupied it means the first visible row is full and it will then continue onto 9 and beyond which starts the second visible row.

    To expand on the slot object variable ID in case you were not already using that, each slot can have a variable ID that refers to their place in the array. So the first slot.ID=0 and the second one is slot.ID=1. Then for example if you were to show a description on hovering mouse over the slot it would be set text to array.at(slotID,1). The slotID refers to its row in the array.

  • Well a couple of things, you don't need Z as it'll just be confusing at this point so when using array actions use set at X,Y. And you have added 2 loops you just need the 1. The point of my loop is to run through the rows, the 'loopindex' is the iteration of the loop which is also the number of the row. Because you only have one loop you don't need to specify the name of the loop and just use loopindex. Think of loopindex as the number of the row or X. If you take out the second loop then this should work as intended.

  • If you mean the object name I don't think that's possible but if you describe in general what you are trying to do in the game, maybe there is a better way.

  • It's confusing to read with the Z, I would keep it as X,Y as I described above where you have item, ingredient, amount, ingredient, amount and it should be a lot easier. If it still doesn't work with 2D array share the file and I will have a look.

  • Ah ok using Z, so all good ?

  • Use 2 blocks/sub events : multi = 0, Else multi=2 and is host.

  • You can press S to create a sub event and add 'is host' there

  • make sure the correct event sheets are assigned to the layout.

  • So is it working ? I think the recipe bit should be a bit shorter but I'm just doing it from reading. Like in recipes indexof crafting icon name + column should be enough and the column would be different for item 2. If you have done recipe in the format (name,ingredientA,quantity,ingredientB,quantity) columns would be 2 and 4 for example.

    Also for quantity where you're subtracting it looks ok except don't look for index of the items as they may appear in more than one recipe, always look for the index of the item name you are crafting which is the start of the recipe.

  • Here is a screenshot of what I mean

  • Well again it needs to be much simpler than what you have, you don't need so many loops and you don't need variables to track next available x and y. Also be careful using loopindex("x") as the x is for the name of the loop which you don't have.

    You need a simple system 'for' loop, for from 0 to array.width. This runs down all the rows. Then with this the condition array.at(loopindex,0) = 0. Then on the right side actions, you have Stop loop, and set the other columns to what you want so for example set array.at(loopindex,1) to an item name, array.at(loopindex,2) to an item description.

    So yeah that's all you need to set up what you want I dunno how I can make it clearer than this :D

    Also you never posted what the array looks like but make sure the empty slots are actually 0 and not just lacking any value so it would be "" instead of 0 if that's the case.

  • Lets see the new events?