Game Programming Tutorial – RPG click and drag chapter 2 part 1.
by Charles on Sep.25, 2009, under Game Programming
This is the second chapter of the RPG game programming tutorials (click and drag inventory and action). Get the GM source code: right-click, save target as. If you just got here you should start there!
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 – taking game programming into new perspectives.
Just like the first time, let’s start by running the game. Put the source code
in the same folder you put the first one, then double click on it to run it with GM. Run the game by clicking Run the game.
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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 game programming code and see how we got it to work.
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