Make RPG tutorial : chapter II - Part 1/? |
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This second chapter naturally builds on what you've seen in the first. We're going to go one step further into elaborating dynamic inventory management. So far, we were able to open a bag using an inventory icon and drag that bag around the room. Now that bag will include items you've found playing the game. Of course this requires that it be possible to find items in the game, so that part is covered as well. Part I: What is new.If you've chosen to join my game programming NL, you probably got chapter one a few days ago and just received chapter two. Just like the first time, let's start by running the game. Put the source code
It starts just the same as it did before, but now when you click on space when you are near the table there is a reaction.
At this point, we are using GM's built-in dialog boxes. We can make our own from scratch, or customize those somewhat. That will come in later tutorials. For now, we are programming game interaction using those. This game interaction will lead to finding items that will automatically be added in the player's inventory. In this case we find cookies and a watergun (hey, this is rated PG!)
Run through the options and when you've found the cookies and the gun, check your inventory. You do this by clicking the bag icon on the right. This is what you see:
Click on the black top bar and hold the left mouse button down. Move the mouse around and you see the panel, as well as the newly included objects, move accordingly. Click on the head or bag button again and the corresponding panel disappears. We are one step further into interactive inventory management. Let's look in the code and see how we got it to work. |
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