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  • I kept my response above simple and related to picking only so as to not confuse. But yeah the usual for a platformer I think would be an overlap check, player is overlapping block, and if they can overlap multiple you can use this with 'pick nearest block to player', rather than a for each with system condition comparing distance which won't work well.

  • You need to pick the block that was picked up. At the moment the throw logic on 2nd event applies to all blocks so a condition is needed on the left to pick that one block. I would use an instance variable on the block so set a value on the one you are throwing in the 1st event, so you can pick it in the second event. You could use 'is pinned' but I prefer a variable like 'isHeld=yes'

  • Ah ok, sorry then I think that's not possible for css. I would try the text object instead if you want to colour part of the text.

  • Set text to : replace(Self.Text,"hi","[color=Orange]Hello![/color]")

  • You can use set text to replace() and inside, the replacement text can include the BBcode [color=red]text[/color] for example.

  • 1. 'is dragging' set object size scale higher, when not 'is dragging' (inverted) set object size scale to normal or 1.0

    2. use invisible sprites as the slots and set position to nearest when dropped, or have one character sprite and its image points and set position to image point

    3. you can store the initial positions of the objects as instance variable on the object, if you 'drop' an object and it is overlapping another (space is occupied) then you can set its position back to the initial x,y from instance variables

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  • C2 is kind of ancient now and there are plugins that block from opening this capx. What problem are you having with inventories ?

  • Not sure if helpful but I have a medium sized game now and hardly use function in function, I prefer to call the function then wait for a signal from that function and run the next one, in this way you have all of the function calls in an action block and can easily see the flow. If I must use function within function then inside that function will be waiting for a signal from the embedded one.

  • Sometimes the order of picking matters so on event 4 the 'not full' condition needs to be first rather than just pick the lowest slot first, so swap those two conditions. The other issue is with the create action, you need to bring that down to even 4 so it creates it on the picked inventory slot.

  • main problem is you are clicking on a fruit then creating the same object. I would use a separate inventory icon object to create so you can see what's going on. Most problems should go away after this because you will now pick the fruit you clicked on to grab the animation name and create the inventory icon instead.

  • Nice! Yes I get what you mean, it is easy to think that it would just pick one condition but it actually runs lower down conditions if they become true before it gets there (in the same tick) so Else is important if you want an if/else type logic.

  • I'm saying for example when you collide and the shell is not moving you set it to moving, which makes the condition directly below true 'not not moving', whereas with an Else above each condition it would only run one of them.

    1. why is the player set to bounce when the shell is moving, that's what you intended? or is that a typo? Or if the player is not bouncing as you say, when is he meant to bounce?

    2. not sure on the direction as this is only set in one place and looks ok but maybe the else can tidy it up, or maybe it is a bug like when the shell goes to move state and moves past the player then it triggers the collision event again so this is why I say adding logging is good too!

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lionz

Member since 5 Aug, 2013

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