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Thread: Picking up items and storing them

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    Picking up items and storing them

    Objects used:

    Sub App

    Empty Glass Bottle Active Object

    Main Character top half Active Object

    he Sub App is the inventory menu where all items and status of the character is stored, the Empty Glass Bottle is an object you pick up.

    Main character is supposed to overlap the bottle, then the player presses X and he picks it up.

    For now the bottle just destroys.

    The inventory has 10 duplicated Item Boxes that store items, they have an ID Value spread to each one, what i want is so that when the bottle is picked up 1 of the first boxes changes its animation to the Empty Glass Bottle so that it looks like he picked it up, i've thought of ways of doing it but i would like a Professional Opinion on a way of doing this.

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    Re: Picking up items and storing them

    -_-

    Anyone?

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    Re: Picking up items and storing them

    Well... Look at it like this.

    Create an invisible object that is hidden in the menu. Whenever you pick up an object, the invisible object moves in a pattern behind the "inventory boxes" touching all of them in order. When the invisible object hits an EMPTY inventory box, that box is now changed to display the graphics of the object you found.

    There are probably better ways of doing it, but that's from the top of my head.

    This method would make sure that the first empty box the "scanner" object hits will be the one with the new objects are placed. If you remove an object from the inventory, that empty box will be filled with an object the next time you pick up another one.

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    Re: Picking up items and storing them

    Um... I don't think that would work out to well.:/

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    Re: Picking up items and storing them

    Quote Originally Posted by Martin_Bodger
    Um... I don't think that would work out to well.:/
    It should work. You could possibly use a fast loop or something else, but the principle is sound.

    When you want to check if an object exists in the inventory, just run the scanner through the entire inventory and whneever it hits an inventory box and it's displaying the animation of the object you're searching for, it ends the scan and does whatever you want to do with the item.

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    Re: Picking up items and storing them

    Yes, but its safer to use Values because i have a Saving Feature in my game, having an object run through it is very glitchy.

  7. #7
    RayMarble
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    Re: Picking up items and storing them

    I have the exact same inventory system in the project I'm working on, it's too big to be posted in the file archive but if you'd like to see how I did it PM me and we'll arrange something.

    Even if you find it stupid maybe it'll at least serve as an information of how -not- to do it

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: Picking up items and storing them

    Set Value B of the item you want to 1 and leave the others at 0 then loop through all to see what is 0 and what is 1. The 1 is what you have in your hand.

    Done!

    K

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