lionz's Recent Forum Activity

  • 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.

  • When you use actions the object instance to apply the actions to is already picked by the conditions, when you use functions the actions inside don't automatically pick the instance of the object from the previous conditions.

  • Nice! I like this game, glad it's on Steam now.

  • Not sure I understand, your old logic was fine I just said replace that line

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  • > It's create object array.at("random_chibi"). remember "random_chibi" is just a number.

    yeah a number linked to link it with the array since the frames of my sprite are 10 from 0 to 9 so array value = 0 is set to a frame as i mention above.

    sadly its not creating a sprite T_T

    Did you replace the logic as I mentioned?

  • It's create object array.at("random_chibi"). remember "random_chibi" is just a number.

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  • What you described seems fine, there must be a problem with the events somewhere but noone can guess this

  • Share the file if you want, I can debug it. Share something :D

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lionz

Member since 5 Aug, 2013

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