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Plan for Jacob Dankovchik
Plan for Jacob Dankovchik
| Name: | Jacob Dankovchik | |
|---|---|---|
| Date Posted: | Mar 27, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jacob Dankovchik |
Blog post
Well, this is my first ever .plan. Decided to finally post one as I am working on something others may like, or not.
I've noticed that lack of inventories like those you see in RPG sort of games. My game, even though its an FPS, needs one like this, and so I've decided to set out on attempting to make my own. If I manage to make this, which isn't really the best of hopes, I'll post it as a resource for everyone as well. ;)
It'll work like the inventory of Ultima Online, for any familiar with that. Basically it'll consist of your background inventory GUI and inside items are randomly tossed, not arranged or setup in some way. I liked this style and it'll be much easier to do, so I'm just going with it. I'll also try to go ahead with the equipment setup too, so you cn equip armour and weapons and it'll change the stuff on your player. Hopefully that'll be a bit easier.
Anyhow, enough talk. Time for me to get back to work. Wish me luck! ;)
I've noticed that lack of inventories like those you see in RPG sort of games. My game, even though its an FPS, needs one like this, and so I've decided to set out on attempting to make my own. If I manage to make this, which isn't really the best of hopes, I'll post it as a resource for everyone as well. ;)
It'll work like the inventory of Ultima Online, for any familiar with that. Basically it'll consist of your background inventory GUI and inside items are randomly tossed, not arranged or setup in some way. I liked this style and it'll be much easier to do, so I'm just going with it. I'll also try to go ahead with the equipment setup too, so you cn equip armour and weapons and it'll change the stuff on your player. Hopefully that'll be a bit easier.
Anyhow, enough talk. Time for me to get back to work. Wish me luck! ;)
Recent Blog Posts
| List: | 10/05/07 - My first real work in over a year... 09/18/06 - Gone for 8 weeks, but seems like forever. 01/08/06 - Interactive Atlas Demo 10/25/05 - Plan for Jacob Dankovchik 10/23/05 - Plan for Jacob Dankovchik 07/10/05 - Plan for Jacob Dankovchik 05/27/05 - Plan for Jacob Dankovchik 05/04/05 - Plan for Jacob Dankovchik |
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Submit your own resources!| Charlie Malbaurn (Mar 27, 2005 at 20:46 GMT) |
One that is a C++ implementation
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1955
one that is a script based gui control
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3467
Either way, good luck and have some fun
Edited on Mar 27, 2005 20:46 GMT
| Ed Johnson (Mar 27, 2005 at 23:45 GMT) |
| Jacob Dankovchik (Mar 27, 2005 at 23:50 GMT) |
| Charlie Malbaurn (Mar 29, 2005 at 01:26 GMT) |
| Jacob Dankovchik (Mar 29, 2005 at 02:39 GMT) |
new GuiDragDropButtonCtrl(Inventory4) {
profile = "GuiDefaultProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "395 250";
extent = "105 93";
minExtent = "8 8";
visible = "1";
lockMouse = "0";
bitmap = "./inv/rapier";
canMove = "1";
isReceiver = "0";
snapsBack = "0";
copySource = "0";
switchImages = "0";
resetSourceOnDrop = "0";
dropBorder = "0";
dropBorderSearchColor = "0 0 255 100";
dropBorderType = "inventory";
dropBorderSearch = "inventory";
performActionOnUp = "1";
helpTag = "0";
};
What i need to know is how can i make a new one like that while playing the game? So say when you pickup and item, it'll create the GUI object like that.
| Charlie Malbaurn (Mar 29, 2005 at 03:35 GMT) |
Edit: Actually, If you can send me the whole gui file, it would be easier to run through and show you how to do it.
My email is on file
What you may want to consider is loading every image into the control on start up and setting all of there visible properies to false.
Then on there onpickup event( I think that's what it is) make the item visible.
The one important thing to remember is that every gui element that has been loaded into torque is can be called at anytime. It's in memory just like any variable or declared object
Edited on Mar 29, 2005 03:50 GMT
| Ed Johnson (Mar 31, 2005 at 04:14 GMT) |
and when you add new things, you populate "empty" slots with data
good luck and if you make something cool please share :-)
Edited on Mar 31, 2005 04:16 GMT
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