lionz's Forum Posts

  • In general I think it's better to use an array for an inventory. I've had this issue before, I started off by using a physical style inventory where you compare animations and if slot is full by instance variables and the events begin to snowball. It is much easier to use an array and relate it to co-ords in an inventory. That way you can check what value is in the array 1,0 2,0 3,0 etc and match with the item you want. It also cuts down on events. If you want to use your current method I'll have a read of your essay in a bit

  • Yeah that post is good if you want to make your own from a sprite. There is also a built-in progress bar in C2 which you can try.

  • Well swapping will occur every time because you have no checks for if it would be swapped onto a wrong item space. The other issue is the same, there are no checks against is a sword trying to be put onto a helmet space. The latency, no idea seems fine to me.

  • Do you have any examples of what you mean?

  • Yes that was just how I would block out the collection of the star on load. You could also toggle a variable on the disc that the player starts on, many ways to avoid it.

  • Should be simple enough

  • What are you trying to do?

  • Digital Media..

  • Well the transition should be instant if you are using go to layout.

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  • Well usually you will have an event sheet linked to each layout but up to you really. Your logic seems fine, I don't use end of layout though, maybe that is too late or maybe it works. Check if the global variables update in debug mode.

  • So you mean keep them in the same place they were when going between layouts? You can store the playerxy position as global variables on leaving a layout and then on the new layout set the position to the global variables for xy.

  • You need to upload it somewhere, usually dropbox public folder and then paste the link here.

  • On any touch or hold you store the touch x,y, then when they release or on any touch end as its called you test if the touch x is now less or more than the original touch x. I assume if they're swiping left then the x at release will be less than the original touch.

  • Other players where? You probably have to store this information on a server somewhere if other users are meant to access it.

  • If you're simulating swiping you could probably do it by detecting that first touch.x and on release of touch detect whether the new touch.x is less or more than and swipe in the direction. In your current logic you try and set touch.x without any touching (on start of layout) so it's always zero.