Inventory advice. Tables?

artfishartfish Member, PRO Posts: 369
edited May 2012 in Working with GS (Mac)
Hey guys. I've been spending weeks on my game now about 17 hours a day. It's become my life, and a labor of love (and hate!gamesalad...crashing...argghhh....)

Anyways,

I'm looking for some advice. I have an inventory drop down that opens or closes when swiped. Currently i'm using attributes and interpolations for displaying an item in the inventory. Before I head to far in the wrong direction, I'm wondering if there is a better way to do this. I have not worked with tables thus far, would it be advantageous to incorporate them into my inventory process?

The size and scope of items I incorporate in the game will probably be determined by how I design the process.

I have attributes for slot postions and interpolate the item in the tray if item collected = true.

I guess I'm just looking for some insight. This method is working ok, I was just looking to streamline the process a bit.
The red box represents and inventory slot ;)

http://i49.tinypic.com/72xef4.jpg

Thanks in advance for any help!

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