Yes it's like a table or grid with cells. You add stats in columns such as item name, type etc. Then the inventory slots relate to the array in some way so it could have an ID which corresponds to each row(x) of the array. This is also useful for swapping around and removing items easily.
Not sure what you're doing here :D but I will say every tick is probably not a great idea for the timer because it will alter the number of miliseconds on different framerates so some players will be faster or slower than others that are actually taking the same amount of time, look into dt and framerate independence in the manual.
> I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items. U mean to destroy the items when inventory close and re-create all items when inventory open?? Is that better?? ^_^
> I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items.
U mean to destroy the items when inventory close and re-create all items when inventory open?? Is that better?? ^_^
Yep
I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items.
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Yes there is a behaviour called Move To built in to C3
It works alright but it is tedious, and I would like to have has better control over the selection so I could adjust the selection during a fx. 'For Each" runtime. Would make a 'drunken man' map generation much more interesting I believe.
Sorry I don't know what any of that means :D
Seems fine? As long as it's a reusable function and you don't keep pasting those actions everywhere.
Right click - apply to whole animation
Family > pick by UID, then you can pull data from that instance
Probably an issue with that photon event you are using, I don't know about that.
Depends what you want to do. You can select family > is dragging condition, that will be the one currently being dragged.
Touch x,y is where the cursor touches the screen, the x,y of tiles is its position on screen, they won't be the same unless you touched exactly at the x,y position of the tile when you started the drag/drop which is unlikely.
Member since 5 Aug, 2013