swap the order of events so that the object is created first and then the direction is set
Worked out fine thank you very much
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Open a Ticketswap the order of events so that the object is created first and then the direction is set
Worked out fine thank you very much
Guten tag.
im trying to make a sandbox game with building mechanics in clickteam fusion 2.5, but every time i try to create another object the other created object switches to a different direction, how can i make sure that a created object stays at the right direction?
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Display MoreOk I think I've got it.
The inventory is controlled by the right and left arrow key. This is defined with this event:
Please login to see this attachment.Since the inventory is controlled in this way, you don't need to move it explicitly with:
Please login to see this attachment.Because, as said above, the event n. 88 already set this.
The solution is, get rid of the events 89 and 90. Now when you press the right or the left arrow keys, it works as expected.
Please login to see this attachment.I hope it helps.
Take care,
Sergio
That did the trick, Thank you very very much!
sorry if it seemed like i was rude above, the jam ends in 3 days and im behind.
take care yourself too!
oh k, should note there is some spaghetti code here and there since this is being made for a jam.
Could you post an example ?
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hope this helps, should note that for some reason when i press down it switches to the middle one for some reason. something i forgot to mention is that it only recognizes those 2 as selectable ones.
Guten tag,
just a simple question, I'm currently in a game jam and I'm working on the inventory object, however lets say i have 3 items in my inventory when i Select the next one it always skips the middle item and goes for the next one.
I'm wondering how i can quickly fix this problem.
thanks!
Guten tag again,
So to explain more about the title, ive gotten the fence sprite down, i just really wanna know how in build mode i can change the directions of the fence without all of them changing direction.
Sorry for the Short forum post that's all i really wanted to know
thanks.
QuoteIni++ loads into RAM also. And it's human-readable which makes testing and bug hunting much easier. I believe It also has an in-built 'save all objects' feature,though I haven't used that feature myself.
Thank you for suggesting, how can i carry this out?
Guten tag once again.
so i have made a Enviorment generator and just about perfected it (In my opinion) I also Came up with a map system (unimplmented atm, Think the og Fallout) since realizing CTF has a cap on how many objects you can have.
anyways i just came to when saving a huge group of items like trees, Should use the file object or maybe an INI?
anything helps
Fantastic, oh though i wanna ask if this will work with Quick backdrops?
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Guten tag,
Small context: I use Aseprite to make my sprites.
So basically when i try to import a walk sprite for my character the Programs just wigs out and breaks it as shown in the picture above, i have no idea how to fix this bug or if it can be fixed by myself.
anything helps.
Guten tag,
so this might be a dumb question to ask but how can I implement a changeable backdrop, for example the type of background decided by a global value.
thanks.
Display MoreThere is an Inventory object in the Extension Manager actually, it's pretty easy to use. I just threw together this basic test of getting and checking items in the Inventory object:
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The event code for this is super easy:
* Button btnGetEgg clicked
Inventory : Add item Egg* Button btnGetApple clicked
Inventory : Add item Apple* User clicks with left button
+ Item Egg is highlighted
String : Set alterable string to "The Egg is pretty weird looking"* User clicks with left button
+ Item Apple is highlighted
String : Set alterable string to "Appears to be a normal looking Apple"
Running with the Egg selected:
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There is also an example provided with the extension as well.
Thank you so much for this, to be honest i did try the Inventory object out but didn't know how to use it. kind of feel a little embarrassed knowing its that easy.
guten tag,
Its been a while since I've posted anything onto this forum and I'm trying to get used to the new layout changes.
anyways, I'm looking on how I can make a basic Inventory system to keep items in for the survival colony management game I've been working on.
it doesn't matter the technique, all i really worry about is that it looks appealing.
danke!
- EDIT: Appealing probably not the best word to use, what i should mean is that I want something that isn't out of place
Another thing you could do would be to find overlapping trees, but instead of destroying them, just re-randomize them. Perhaps run a fast loop 5 times or so where you re-randomize a tree's position and re-check for overlap. If it still overlaps another tree after 5 tries, then destroy it (but hopefully most trees would have randomly found a suitable non-overlapping spot before the 5th try).
Just another question, how can I check if a Loop is over again to do it? and will just randomizing the X and Y pos work?
Guten tag,
so Im coming to ask how can i Create objects within a specific active object, like for say I want multible objects to spawn in a certain zone, randomly possibly.
how is a best way to go through with it?
Guten tag,
so I'm making a Sandbox game and I've set up a pretty basic tree generator, however there's a problem where trees just overlap each other.
when i set up a line where it destroys when overlapping, i feel like not enough trees Generate.
is there any possible way I could keep them from overlapping and spawn in better places? or better yet have them spawn in play areas instead?
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)