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  • I think what you might be missing here is you can see the array in debug mode, so you can view the list of items and when you press 1 see it added to the list of items.

    It's all in the manual about push but basically the array in your game is a list of found items at co-ordinates 1,0 2,0 3,0 4,0 etc. When you push something at the 'back' you are adding to the list, so when you push it becomes 5,0. Run your game in debug layout, you can see the array there as a list. When you press 1 it is pushed to the array, added to the list. There is not much to it, just think of it is a list and you are adding this item to the bottom.

    When you find an item it is pushed to the array/list. This means it is available to pick from with the picking code, as the picking floor(random(1, array.width)) picks an item from the list. Instead of setting it to a certain value as you did with the default items, push just adds it to the back of the queue.

    1. When you start the game, only the ones set exist, the ones you put in your on start of layout set the default items.

    2.You set the default items. Anything you find/unlock later is pushed to the back

    3. Explained above

  • Ok I've cut down my original file a bit. You don't have any logic to grant a new item and i'm assuming F5 is to mimic a new run? So if you load my file and press 1, you will mimic an unlock of purple helmet and itll be available for future run. 2 is gold helmet etc. Essentially all you do is when you unlock an item, you push it to the array. The array is a list of all found items.

    dropbox.com/s/z52yhok12qd4b3c/arraytest.c3p

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  • It's interesting that you created a visual representation that looks like an array. Anyway, now that you've broken down the logic I've noticed it doesn't make too much sense or there is a step missing somewhere. You say that items 1-3 are picked from because they are default/found. Items 4-5 are skipped. Items 4-5 should only appear in future runs if they are found, so how are they found?

  • Salman_Shh that looks good and fun to play :)

  • I can see why you had a problem with arrays. You are filling the array on start of layout as I mentioned but you have something in your game that restarts the layout and fills the array again, that's not great but I see it's 'debug'.

    Check out : dropbox.com/s/z52yhok12qd4b3c/arraytest.c3p

    You can see how I've done the following :

    - Got rid of item_number, used a local variable to pick something random from the array and set it to equippedItem

    - Set animation to equippedItem, this takes out a chunk of code

    - Remove the equippedItem from the array so it can't be picked again

    - Added an arrayblock variable so you only fill the array once (the F5 thing mentioned above)

    Hopefully you can view that file and see how it works. All you would need to do now is add more stuff to the array and add more equippedItem = blocks like you have already. It is better if you understand it and know what is going on.

  • I can take a look but I can't find a download link, just lots of adverts and nowhere to download from.

  • you could add to a variable every second until it hits 20 but I feel like this is accomplishing the same thing.

  • I don't think anyone can help you with that other than construct staff so this is probably in the wrong place.

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  • Object > Pick top/bottom

  • Our roguelike platformer is well underway. Just me and an artist doing the indie thang.

  • The issue may be the scope of your game. What you're describing in the original post requires a certain initial approach and a certain expected knowledge of what you're doing in code. There is a significant difference between making a mobile game or infinite runner where you tap the screen and an RPG with an inventory system where you randomly unlock items during a game and need to store these values. Usually you would need to know how to use arrays for this type of game. As you move into save slots and storing this data you may find that you have too many things going on and too many variables just because of the initial approach you took.

    Before you can do this :

    2) - Once the Player UNLOCKED an item, ONLY THEN The specific item can appear in a future "RUN" randomly like the rest of the items.

    You need to push unlocked items to an array of all available items. They can then be picked from an array in future runs like with my examples above. You look at the array or list of items and pick one.

    Your function for changing item was picking a random number.

    This should become picking a random number which relates to an item in an array.

    Arrays will give you more control over what items are available in the game if you are doing something such as 'runs' where things unlock and applying stats to the item that was chosen, but that's partly just my opinion on how to approach this.

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lionz

Member since 5 Aug, 2013

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