I've done my proposal, and I'm now working on that demo I released earlier. I've added a nice menu, a few decorations and some extra items to pick up. Right now I'm working on the inventory system which is pretty code-intensive, I enjoy the heavier coding but unfortunately it leaves me with little to talk about. So here's a little something I've been working on, I'm definitely wanting to put this character into the game at some point,
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4 comments:
What a great character!
Is coding the inventory system presenting any problems/challenges that you can describe?
@ roger, coding like this is notoriously boring, complicated and annoying, and somehow I enjoy it. But further details would only cause headaches
That's OK I've done heaps of coding so you can hit me with one or two of your fav bits :-)
@ Roger I was thinking of non-coders, I don't want to be liable if my blog causes brain trauma, but since you asked so nicely this is the script that runs when you use one item to activate another:
import GameLogic
cont = GameLogic.getCurrentController()
scene = GameLogic.getCurrentScene()
sensor = cont.getSensor("sensor")
sensor1 = cont.getSensor("sensor1")
obj = cont.getOwner()
name=obj.getName()
if sensor.isPositive() and sensor1.isPositive():
for obj1 in scene.getObjectList():
if obj1.getName() == obj.unlocker:
if obj1.selected==1:
obj.locked = 0
obj1.got = 0
GameLogic.itemSel = 0
GameLogic.itemList[obj1.slot] = 0
if GameLogic.itemList[obj1.slot+1] != 0:
for i in range(0,6-obj1.slot,1)
'script to fill space once an item is removed from inventory'
for obj2 in scene.getObjectList():
if obj2.getName() == obj.prize:
obj2.got=1
obj2.slot=GameLogic.slotsFilled
GameLogic.slotsFilled+=1
obj2.setPosition([-.62+.379*obj2.slot,-50.425,2.252+obj2.slot*.036])
GameLogic.itemList[obj2.slot]=obj2.index
print GameLogic.itemList
Still wrestling with inventory management
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