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Messages - Luyren

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1
You want to use this:

If you still have problems, you'll have to double check your scene names and how you are setting them.

2
Ask a Question / Re: How should I go about a lighting system?
« on: February 15, 2019, 04:38:35 pm »
I think I found it. When using fade in, sometimes the initial width and height used would be 0, and setting an image with 0 width and 0 height gives the error. Try the attached fix, and see if the problem persists.

Edit: attached an extra change, to prevent a similar issue.

3
Ask a Question / Re: How should I go about a lighting system?
« on: February 15, 2019, 09:32:04 am »
Sorry, I cannot reproduce the error. If you could get a setup where the error happens every time, that would help. I'm not working on anything related to that at the moment, so even running into it by accident might take a while for me. Worst case you can PM me your game and we can look into it.

4
Ask a Question / Re: Draw shapes on images
« on: February 15, 2019, 03:49:30 am »


Using these two blocks and a loop block within the batch drawn, you can put an equation for the shape you want to draw to draw the outline.
Or you can have the image of your shapes in the extras folder, or as an actor, and draw those onto your images.

5
Ask a Question / Re: How should I go about a lighting system?
« on: February 14, 2019, 03:12:48 am »
Can you pinpoint exactly in what instances this happens? What code are you using to remove the torches, when it happens, what settings you have for your torches and for the tint screen, be as detailed as possible.

6
Ask a Question / Re: A little help with an inventory system?
« on: February 12, 2019, 05:59:39 pm »
Ok, fixed it faster than I thought, apologies for the double-posting. I've attached the fixed behavior, and two images showing what changed if you want to apply the fix yourself. Sorry about that.

7
Ask a Question / Re: A little help with an inventory system?
« on: February 12, 2019, 05:17:45 pm »
Working better! It seems to add 2x the requested amount when I add item though. Peculiar.
That's probably something on your end. I just tested with add one item followed by kill actor, and it only adds one item.
I'll just eat my words on this one. It is indeed not working properly yet in some cases. I'll post again when I get it fixed, but wanted to let you know, it might take a while.

8
Ask a Question / Re: A little help with an inventory system?
« on: February 12, 2019, 03:33:02 am »
Working better! It seems to add 2x the requested amount when I add item though. Peculiar.
That's probably something on your end. I just tested with add one item followed by kill actor, and it only adds one item.

Quote
Idea: You could add a drawing part to the behaviour where as well as choosing amount of slots, etc. you can enable text drawing of inventory with inputs x, y, font, and padding. This way people can have a simple inventory display while they get it working, then they can work on their own gui later. Also, toggling whether you can toggle the inventory drawing with a control perhaps?
Will consider this if I upload another public version of this in the future.

9
Ask a Question / Re: A little help with an inventory system?
« on: February 11, 2019, 05:26:36 pm »
As far as I know, there is no way to do that. The actual changes to the behavior are pretty substantial to just send images with the changes.

10
Ask a Question / Re: A little help with an inventory system?
« on: February 11, 2019, 10:12:50 am »
Added support for multiple stacks of the same item. I reworked the custom block to get an item from the index. It now returns the whole entry (Name/Amount) and you have to separate them (example in the drawing event within the behavior itself). Re-read the description of the behavior and of each attribute to make sure you get everything right.

11
Ask a Question / Re: A little help with an inventory system?
« on: February 11, 2019, 06:13:25 am »
You can change the maximum amount in general or on a per item basis, but the behavior itself doesn't support multiple stacks. I'm working on it right now, and will post again if I get it done.
As for checking for an item, just use the get amount custom block. If the amount is 0, you don't have the item.

12
Ask a Question / Re: A little help with an inventory system?
« on: February 10, 2019, 05:42:53 pm »
Here is an updated version of the behavior. I also added a Drawing event showing a variation of your code that displays the inventory the way you tried. Short version is that the old version is broken, a mistake that I probably fixed on my end but didn't upload: the code for individual maximum values by item was affecting stuff that it shouldn't affect.

13
Ask a Question / Re: A little help with an inventory system?
« on: February 10, 2019, 05:05:17 pm »
My bad, I missed your earlier posts.
1- If you print the "get amount of [item] in inventory" block with an item after you pick it up, what does it print? Also try printing the inventory by itself, see what it outputs.
2- Instead of typing "null", you should use the null block, under Flow > Advanced, see if that helps.

Also keep in mind that the version on Forge is quite old. Should be serviceable, but it's probably a bit different than the one I have, so we might have a few discrepancies.

14
Ask a Question / Re: A little help with an inventory system?
« on: February 10, 2019, 04:52:48 pm »
In this picture, I've collected a single apple yet 6 slots fill up. I must be misunderstanding how your behaviour handles items/slots?
It will be more helpful if you share how you are adding the items to the inventory, and how you are drawing them on screen.

15
Ask a Question / Re: A little help with an inventory system?
« on: February 10, 2019, 12:25:15 pm »
My behavior only handles the "behind the scenes" stuff. It has custom blocks to add/remove items and check for items, so you can use those to add items to the player's inventory (for an item pick up, for example). Actually displaying the inventory information on screen is up to you though. We'd need more information on what you want to achieve to help further.

As for tips using it:
1- If you open the behavior and go to the event with the custom block to add an item, you will see the format each item is stored in. I think it's "Item Name/Amount", but you'd have to check the version you have to make sure. There's a block under Text that reads "split [ ] with separator [ ]", and you'd use this block when retrieving items from the inventory list to separate the name of the item and the held amount.
2- The custom blocks can handle all inventory interactions outside of menus, so get familiar with those.
2- You have to get familiar with lists to expand on it, or creating your menu.

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