Body parts as different frames in an object, each frame linked (set frame of animation to current value of counter) to a counter. As player presses up or down, 1 is added or subtracted from the counter, going through each frame in turn. That's how I'd do it anyway extremely simple method though :x
Don't aim for perfection- you'll miss the deadline
'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'
right, and turn the global value on if the part is used in the creation and if its on create the object, but that leaves saving the character, how would one go about this?
[Game design makes my brain feel like its gonna explode.]
Saving? What do you mean? Just save the global value and it'll work until you quit the game. Save the global values in some sort of external file if you want it to remember, even if you've quit the game.
Don't aim for perfection- you'll miss the deadline
'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'
1. Determine everything you want to do. Character stats, strength, HP, whatever.
2. Put them into an array or INI file. Or some other file. Arrange it.
3. Create the interface in MMF for putting the stats into the array.
4. Load it whenever you need it.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I don't know what you want to do exactly, but if you're going to have character classes (fighter, cleric, wizard, etc) you could easily store that value and save it in a single number like this:
1 = Fighter
2 = Cleric
3 = Wizard
4 = Thief
And then whenever a new frame loads to play on you'd make a check against that value and hide all the sprites that your guy isn't going to be, and make the one that is visible. You can also enable / disable specific event groups on the same line, like if you're a Wizard you could disable the group "Steal things" or if you were the Fighter you could disable the group "Cast Spells".
Also personally I really like games that let the player have some customization leeway with their guys. You could go the Wizardry route and have 20 stat points in the beginning and let the player choose where those stat points will go. It might be cool to have a Wizard who's really strong melee-wise, or a Fighter who can pick locks pretty well for example.
And something I've only recently learned but it's awesome is the color replacer event for MMF2. After you've selected your wizard why not give the player the choice of what color robes he's going to wear? You could also very easily store his choice in a single value:
1 = Red robes
2 = Blue robes
3 = Black robes
Just make sure to have the "re-colorizer" events at the "start of frame" so that when a frame loads up it'll recolor the sprite for you. Best of all is that every animation and frame of this sprite will be recolored. I've used this recently and it's so simple and kicks total ass (IMO). It's important to note that the recolor doesn't normally carry over from frame to frame so you'd have to copy / paste the recolor events to whatever frame(s) you want to use them on.
Good luck!
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