Inventory!
harrywatson
Member Posts: 61
Wow! Can't believe it but I made an Inventory system in two weeks. An hour here and an hour there.
Glad I made it from scratch as I know exactly how it works and all it's limitations.
For one thing the 'Inventory slot' actor has to be in front of collectables or they'll stutter interpolating into
the drop zone.
Also the items will not be nicely placed along the item tray if interpolation duration is less than .5 or the
player clicks on items in quick succession.
There are probably quite a few workarounds or 'hacks'. In other words I don't think/know that the code
is properly refined. >>Like my first php file Gasp!
Other than that ... it works! I welcome anyone having a look and using the code, if any refinements are
suggested. Fantastic! The images are cra.. / not very good. Time for that later.
Have a look Here >>
Glad I made it from scratch as I know exactly how it works and all it's limitations.
For one thing the 'Inventory slot' actor has to be in front of collectables or they'll stutter interpolating into
the drop zone.
Also the items will not be nicely placed along the item tray if interpolation duration is less than .5 or the
player clicks on items in quick succession.
There are probably quite a few workarounds or 'hacks'. In other words I don't think/know that the code
is properly refined. >>Like my first php file Gasp!
Other than that ... it works! I welcome anyone having a look and using the code, if any refinements are
suggested. Fantastic! The images are cra.. / not very good. Time for that later.
Have a look Here >>
Comments
click off the stick to the card. > door still ready. Opps! Fixed. Now I have two
text displays overlapping. Lesser evil. Lot's to do yet. Clean up tables, post values to tables, refining - yes refining. I'm looking at a year before my first game. Hooray!
That's not long away.
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I've left the inventory slot visible so you can see what it's doing. You could use an image or scrub it out. You'll notice if you deselect the stick the door still works. You can fix it in the door actor with another 'game to self' rule. attribute game.DoorOpen = 0 change attribute self.DoorOpen = false. It would be easy to hide and show the inventory but that's not something I want to do at this stage. Rather I'll probably extend the item tray the full length of the scene and put more information in there such as how many footprints have been followed. I like those point and clicks where all conditions need to be met in order to continue. Rather than clicking all the way backwards through multiple scenes because you've missed a stupid talisman. If you do any refinements it would be nice to know. If anyone uses it in a game I'd be delighted. I have a lot of questions tatiang too many in fact. But here is one: How different are Inventory codes? I've only seen two others apart from my own and they are completely different but then they do different things.
limit the spawn instance?
Goodboi Gamestudios | Monster Jumper now on the App Store
Hang on I'll just see if I can do that now... Wow! The inventory slot spawns itself 103 times when an item is added to the inventory! Can't work it out just at the moment.
I've tried 3 ways to limit my spawns. No luck so far. I'll post the fix when it's done.
At least I can now see what's happening.
Goodboi Gamestudios | Monster Jumper now on the App Store