> When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.
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Not very dynamic, it will appear in the same spot all the time. I will probably have a silhouette of the item in the inventory and just fill it in with the item when you get it.
GREAT! That is MUCH easier.
As for your code, it looks like it would set the crown global variable to 1, but then the global variable would only tell it to make your INVENTORY visible. The "Crown Equal to 1" event is using your Inventory Gradient.
I'm not exactly sure how you want your Inventory to open, but here's something:
Make a new layer and name it "Inventory." Create a new Global Value named "showInventory" or whatever will help your remember what it does. You should create an event saying that if "showInventory" = 1, set Layer "Inventory" Visible. Then use Else or If "showInventory" = 0 to have it set Layer "Inventory" to Invisible. That layer should hold your gradient background for your inventory menu and whatever items go in your inventory.
Next, change your "Crown = 1" event to use the actual Crown Sprite instead of the Inventory. If you want your inventory to open when you pause the game, you can use Time Scale and stuff along with Enter Key is pressed (Mouse/Keyboard Object).
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That isn't a complete tutorial or anything, but you can search around the forum more for the different parts of that (pausing, etc). I'm sure someone else will come along and help too, lol. I'm too tired.