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Devernath



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  04/12/2004
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1st March, 2008 at 11:28:05 -

Ok, I have been problems with Inventory for a long time. My main concern is "When player presses -start-, should the game switch to another level, which would be the inventory screen? Or should I put the inventory screen on the same level?"

Putting it on a different level would make my life a hell lot easier, but when I exit the screen it becomes a pain in the ass when the character returns, since all the enemies he destroyed comes back.

I also hate the saving function in TGF (which is what im using). I could put "save character's position" but for some reason it is easily prone to glitches. This is why I had a very good way to go around saving altogether.

Check it, Advanced Password Combinations, inspired by the original Metroid.

----------- <-- This is what the password screen would look like. Each Space can have
----------- a letter or a number, allowing for 36 combinations in each slot.

This is my Idea, to have the first line be whatever i come up with, which would simply be how many dungeons and on what island he is on(I'm not having a whole world map, its beyond my ability currently. Instead I'm just having seperate islands with 1 dungeon each) But the second line is variable...

Each space means something. Like, the first space would be pieces of heart, if i were to have, say, 24, then "Y" in that slot would mean put 24 pieces of heart, and "A" would mean to put 0.

I think it accomplishes the same purpose.

But now, heres my real dilemma. Ofcourse, i could drop an inventory screen altogether, and just make two hotkeys for switching the items in each slot, but thats half-***ing it.

But should i settle for that, or make an inventory screen?

Thanks.

 
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Pixelthief

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  02/01/2002
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1st March, 2008 at 12:50:52 -

Its simple but you're not going to like it. Make sure all your events are in groups, and have the game globally pause when you bring up the inventory menu by deactivating all groups, stopping all movements, etc., then making the menu/inventory visible. Then restart them all when you exit the menu; start all movements, start animations, open all groups.


However, an inventory might be very complicated and take alot of coding time. You might be better half-***ing it and just using hotkeys and a little display on the HUD to show what you're using.

Likewise, saving the game can be a very complicated subject in and of itself. Rather then force the player to write down 36 integer codes, you should look into learning how to use the INI object. Ini's can prove to be very very simple and extremely efficient; you tell it the file name, then all you have to do is read or write values in a 2 dimensional array (Instead of X/Y, it uses Group/Item).

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Del Duio

Born in a Bowling Alley

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  29/07/2005
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1st March, 2008 at 13:45:44 -

I always make the inventory overlay on the same frame as the game, mostly because I want to remember where enemies and things are (and not have them reset when you exit the inventory screen, see Wandering Fighter for a great example of this).

I set the overlay, and all the strings / pictures / etc. over off the frame on the left side and when I'm completely done making the level I select all of them and pick "bring to front", which will have the inventory screen on top of everything when it's visible. Like Pixelthief said, when it's visible you need to deactivate player movement, enemy movement, and etc, and when it's invisible you need to reactivate those same events. Sometimes it can get complicated, but that's the gist of it.

 
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Pixelthief

Dedicated klik scientist

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  02/01/2002
Points
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Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
1st March, 2008 at 14:30:13 -

Its always neat to find funny glitches in my game caused by pausing at inopportune moments. Like I might have forgotten to close a new boss code group, and it stays open when nothing else does, leaving an infinite amount of laser beams to bounce around the screen like nuts in one case ~_~

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
   

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