Made due to requests...
No guarantees on the functionality what so ever!
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Made due to requests...
No guarantees on the functionality what so ever!
nice :)
Thanks!
Made it in a few minutes so the code isn't my best work xD
Would there be a way for this inventory to support stackable items and/or more than 32 items?
Yes, Adding more item slots is piece of cake...
Adding stackable items shouldn't much of a problem either...
I would recommend that you rewrite the code since it's quite messy xD
This is really good. Was about to start trying to make an inventory system this week. This will be a great help for my little project.
Cheers!
Well, when I said more than 32 items I meant like using different animtaion sequences or something because there are only 32 directions per sequence. Also, there is a lot of the code that I don't really understand, so if you could make an example of having stackable items that would be great (For example, if you had 987 gold, it would use one slot for gold that had a counter or something that said 987). But it is great even without that! Thanks so much! :D
I'm playing around with this at the moment but I've got a problem. I want to run the inventory as a sub-app. Everything works fine if I just run the frame on it's own but when run in the full application, clicking on the inv items does nothing. I've found that if I change the sup-apps properties to make it a pop-up, then it will work. This is no good though as I need it to be inside the game rather than separate to it. Anyone got any ideas on how I can get round this?
Ignore my above post as it has nothing to do with the inventory system (which I'm liking more and more as I play around with it). The same prob is happening in a different frame so it's either my coding or a bug. Most likely my coding
WOW! I was looking for this! thank you soo much! Wow this post is old....
It's a great example, but if you are moving an item and click on the negative white space you will lose that item. I think making the actives into perfect squares will fixt this problem.Quote:
Originally Posted by DanielRehn
how would I add a new object?
You would probably just add a new direction in the object.
A lot better than how I would of done it.
I thought that's how it's supposed to work, like "dispose of object"?Quote:
Originally Posted by GnadeGames
Yes, that's how it was intended :)
There's a small bug though, if I fill the whole inventory and then dispose of one object the message still says "Inventory full".
Other than that, I thought it very resourceful to use directions for storing the data, I'd never think about that :)
Hm, also I know you say "Item Interaction... If you don't understand the actions then don't bother..." but I really don't understand the example, can you comment it a bit?
Then I'd need to download it and check it over x)
This was like ages ago...
EDIT:
No it doesn't o.0Quote:
Originally Posted by RayMarble
Here's a more commented version!
Thanks, you really helped me here!
...the new version doesn't have the glitch, but the old one still gives me the "...is full": http://i31.tinypic.com/23wwqad.png? I'm using the latest build...
You probably get the message because you fill then inventory and then try to add another item, then removing one object... no code has changed ;)
I think I know what's happening - it's that in the new build the notification does not fade out! So this means some code has changed after all ;) but it doesn't matter, it's still a great example!
well, I added so that when a message apperas, the strings deceleration is set to 100
while the deceleratin is greater than 0, substract 1 and set the string's transparency...
that's all that changed ;)
For the LOVE OF GOD can someone tell me how that whenever you click on a button that the animation sequence is only changed to one of the blocks
if i can figure out this then i can make the ultimate inventory tutorital
all i need is somone to help me!!!!!
ASAP!!!!
also if u have enough time explain to me the alternate values actions
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wat i am trying to do is change the animation sequence to match my item
i have tried using the alternate values, another array, yet i always come across the same problem, how to get my action to affect only one block (not the cursor dummy)
i have also thought about within an animation direction
For example say u have an item meat
in the right direction you could have one frame the the meat picture and a number
next frame is another number, and etc
so basically within one animation sequence and within one animatoin direction, you would have 30 different frames if the max number of items you could have was 30. At the start of the frame you would set the frame number to witin that direction to how ever many items the player has. Then if the player would acquire another one, you would simply increase the frame number by one.
then on the first direction upwards from the right direction, you have another item
thing is that i have 200+items and i need to know how to change animation sequences and make the change happen to only one of the blocks
Just remember, the sooner you help me and the sooner i fully understand it, the faster i can make my tutorial and we can finally have a tutorial that is commented on everything, easy to understand, and simple to make changes to for your own game
You could try making your own inventory. Although from your questions it doesn't seem like you're ready for that. First of all spread value 0 in alterable value A. Then check if a block has that value. For the action, Use under the active object menu, Animation>Change>Animation Frame to However many objects you have (+1 if you have a frame for 0 objects).
done it.
still doesnt work
first i spread values
how would u go about checking if the block has that value without putting in a lot of events (i have tried using a fastloop and it still doesnt work)(MM3 should have a scanning feature to scan for a certain value within certain places.)
lol
I mean Adding an alterable value for the amount of items you have. To check if a block has that value, use a fastloop. But forget it. Just search for a good inventory example (Although this is one) and get a better knowledge of coding in MMF2 (have you done the tutorial yet? I think it's there in MMF2 demo). A lot of newbies want to do an RPG, but it requires a good knowledge of coding in MMF2. Of course, you could wait for the open source RPG engine we're making. http://theclickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=126410#Post1264 10
While you folks making the RPG engine are at it, it would be good to see some brainstorming on imaginative ideas for ways to say, make MMF3 or 4 more RPG friendly.
RPGs can be advanced and complex, so I won't go there myself, but those in the know probably have some vision about ways to make creating them (extensions/features/etc.) easier even for newer users.
Yeah, some like the challenge, and even easier ways to do it won't mean a quick route to a full game, but ideas are useful and CT might be able to sculpt something in that direction someday. We have already done that with many game types and capabilities, so why not evolve it even more?
Maybe a thread on that someday would be a fun diversion for those who are really informed about RPGs and their creation.
Novabrain i think for it to be more RPG friendly there would need to be some sort or tiles drawer where you could load and use tilesets and then link them to events. RPG Maker does this -
http://tkool.jp/products/rpgvx/eng/index.html
The rest is more easy but just requires the events knowledge and most is down to comparision logics and switches. Would would be nice is a easier way to create npc/event player movements although thats all possible and you could do it with widgets.
Maybe it would a good idea to have a widget library for all the common componants from various genres of games. So you have stuff like player tile movement and you can set the tile size and set the direction, or a HP/MP meter, level up curves, menu designer, item manager etc.
Of course im hoping that widgets evolve to the point where they can have there own GUI and presets etc and basically become like labs/design tools for making game funtions and just lock them and share with users who can add them to there library. Then if you had a decent stock set of these you could even blend a RPG and shooting game etc and if the widget building was advanced enough even build your own complete RPG maker in MMF. :D
i know how to code diffucult things,
i am not a newbie
i know virtually how to do most of the stuff in a rpg
i just cant do thist
i have looked at all of the tutorials, i have looked at all the examples, i even have all of the examples on my computer.
no of them can change the animation direction, and animation sequence. this one is the best one i can find.
That's the kind of stuff I like to hear, Atom.
Yes, that is a good example of using tilesets and I can see the requirement. Wasn't there an extension along those lines by TwiTerror? If it continued, could it use more specific functionality for that purpose?
Great ideas and the more it is discussed and made clear, the more I think it can be so.
The stock of Widgets sounds interesting. I agree, that we could use some capabilities more specific and flexible for Widget creation, but so far the users have shown they are viable. Good start.
So, we have Widgets as a factor and, in another thread, the preposterously bold and odd idea of an extension maker.
We are now in the Outer Limits just around the Twilight Zone but not yet in the 3-dimensional world of classical physics as far as the whole thing goes ;)
wat?
Hi Novabrain. We are brainstorming now, and will probably have input for you as we progress.
Thanks
Marv
Seriously could someone modify this so that instead of animation direction, it does animtaion sequence, AND TELL ME HOW TO GET IT SO THAT HOW TO MAKE THAT ANIMATION CHANGE TO ONLY HAPPEN TO ONE BLOCK!!!!!!!!!!!!!!!!!!!!!!
I'm trying to make an example for you, Angelfox, along with the battle screen I'm making for the open source RPG code. I'll PM you with the code. By the way, I think if there aren't too many more problems, I could finish the Battle screen by friday. Sorry about it being so late but I have run into some problems that I just can't seem to figure out :confused:
so how is it watermelon?