Greaver's Recent Forum Activity

  • I would use a variable condition. Assign each menu a unique number, and add variable ActiveMenu. Add the condition ActiveMenu=x so that you can only interact with the currect active menu, if they stack.

    Alternatively, you can just replace the previous menu completely when opening a new one, then you dont have to worry about stacking/overlapping at all. You can save what the previous menu was in a variable as well, for when you need to go back.

    Thanks, this information is useful ^_^

  • Greetings there! ^_^

    I am trying to come up with the best possible way to create an inventory system with many layers, example;

    Start -> Opens Menu -> Picks an option -> Opens new window (such as equipment) -> Clicking item opens another. Etc.

    When pressing ESC -> Go back 1 step/window to the previous one.

    I was wondering the best possible way to do this and control one window at a time without accidently pressing on the window behind it.

    Is layer 'on screen' best option? U click 'Equip'-> moves current window offscreen and 'Equipment' Layer on screen? And so on?

    Or is it with variable? IF X is true, then ..?

    Anybody knows? ^_^

  • But those classic RPG's used layout yes?

  • Greetings there!

    So i made a layout inventory system, and ofcourse when items drop on the ground, i want to keep them there for when u open and close the inventory, so i gave the item the 'Persist' behaviour. Now, the items have a function 'on create' so the persist does not work properly with this function 'random frame on created', everytime i access the inventory and go back, this function plays again. So i gave the item also ''global'' to keep it from happening, but now whatever layout i go to, the items follows!

    Cant get rid of them lol! ^_^

    So how do i get rid of items, with both persist and global behaviour?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > Hey there! ^_^

    > So my big question here is; How could Final Fantasy 7, Castlevania, Breath of Fire etc, have endless inventory spaces?

    > U can store up so ridicously many items, how does that not lag the game?

    > Alsow hen u open inventory in these RPG games, is it counted as a new Layout?

    >

    > How can these old games on these old systems handle it?

    >

    There are a couple of ways to do inventory:

    You can use an array which is a little complicated to set up and you need to study the array tutorials but works well and can store massive amounts of items.

    OR you can use a separate layer or layout and use sprite place holders for items stored.

    I have used both and prefer the sprite inventory for most games because I can see the items as I create them and place them as needed on the inventory screen but both work well.

    You also want to study families to keep items organized.

    As for lag, once the game is loaded there should not be a lag with inventory but you probably remember some of those old games had a long load time. That was a result of large inventories and music . Today's systems operate much faster so the lag time is negligible and there are a few tricks to reduce lag time on loading using streaming music and loading images only as used.

    Hey! Thanks for the answer, but if ''pin to object'' is used for items, when pick up to pin them to the inventory space, wont the game lag if there are 100 items running around in the background, all pinned to spaces and slots?

  • Hey there! ^_^

    So my big question here is; How could Final Fantasy 7, Castlevania, Breath of Fire etc, have endless inventory spaces?

    U can store up so ridicously many items, how does that not lag the game?

    Alsow hen u open inventory in these RPG games, is it counted as a new Layout?

    How can these old games on these old systems handle it?

  • Ease up guys!

    99 offered you a good way of using array to handle a large inventory and you can't expect it to fit all uses or be used without tweaking to suit your needs.

    And 99 should know his CAPX solutions are not always going to fix a problem and people need to be walked through what a CAPX does or have it designed more specifically for a certain use or it just confuses them.

    If you can't use it there are CAPX inventory examples in the tutorials to look at.

    He did well ^_^

  • On 'long toes' touched.

    Select 'long toes'.

    Teleport to inventory.

    What are u on about? When u pick up couple of items, then drop them all from the first spot, then the last item will get stuck.

    It does not work, i cant use this system. Its too flawed, too many holes, thanks for trying though, but maybe someone else can help

  • Yea i already made one myself, but i am asking u with your inventory type since mine has no drag and drop.

    I did share it in the previous forums which u downloaded, seems u forgot already.

    Alot of games are with a gamepad, and not all devoloped games here are for PC u know? Try to get that into ur head.

    So many people play with gamepad, i dont know how u missed that part.

    All i asked for ur inventory was to auto select the first possible slot available. Instead of dragging and dropping it, u just click the item and it goes to the first free slot.

    The sample u did is not working, anyway since u seem like this is a great effort for u, then u dont need to reply anymore here. Have fun dude.

    Edit; It does not work when u pick up items and then drop all, some will get stuck, maybe someone else knows how to do this better in a correct way?

    Instead of doing it urself? Ya mean literally? Cant believe i fall 4 that.

    Anywayz, as i said already: all you need is a system that selects things.

    You should have made one that YOU like&love to play with, and shared it.

    But since you are literally. Here goes 1 way of 1 billion.

    https://www.dropbox.com/s/6el1j20sbr0rl ... .capx?dl=0

    I cant test this myself, i dont own a 90tys game pad. At least change the button to something you can remember/use.

  • >

    > Is there a way to do this without drag and drop? Like with cursor for control?

    >

    Yes of course. In fact, all the drag&drop does (and matters) in the example is selecting inv spots and objects.

    Any other way you pick them is fine.

    If by controller, then how to do it -> picked up item, pin on first available slot? Instead of doing it urself?

  • InyTinny more a system. Can just delete the array, and it still works. But at 1 point you need the array to easily store inventory in local storage and recreate inventory from local storage. And then this is the way to go. Every instance variable on 1 place in the array.

    https://www.dropbox.com/s/lofat0vb0xwaf ... .capx?dl=0

    Hehe wow very nice!! ^_^

    Is there a way to do this without drag and drop? Like with cursor for control?

  • > Hey there! ^_^

    > Basically i am currently designing an inventory system and i would like to ask - what is the best way to do it without causing lags? Ie not hiding it on an invisible layer or something, since having 100 items+, always invis on a laywer may cause delay.

    > So what is the best way if not using a new layout for it?

    >

    > Any1 knows or got any examples?

    >

    Using the invisible layer would only cause a short lag when the game loads and should not lag after running.

    For that many items an array system would be a massive headache and those are the only two ways I know to do it. I use a hidden layer for an inventory of about 250 items and it causes a short lag when loading but I just use a message telling the user to wait while I am creating monsters and objects lol!

    Hehe nice!! ^_^

    So basically when inventory is ''off'' you set the layer to invisible and pause it? Then when its ''on'' you pause the game and make the inventory layer visible ?

Greaver's avatar

Greaver

Member since 5 Apr, 2013

None one is following Greaver yet!

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Email Verified

Progress

13/44
How to earn trophies