Unfinished RPG-Inventory System

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Unfinished RPG-Inventory System

Postby juansimat » Sat Jan 21, 2017 3:50 pm

Hello game editors!
Time ago I was working on a RPG template. What I've done is part of animation, equipment and inventory system.
It was a hard work to me, but I'm not finishing it. I release it as is, so you can use it and improve it if you want.
If a lot of people asks for, I can comment the code if you don't undersant and want to learn.

I hope you find it useful. Nice editing to everyone! :)

Some Notes:

Movement:
A --> Move Left
D --> Move Right
W --> Jump
F --> Atack (Only working Clubs, equip them, page 4)

Mouse: Menu interaction (Drag to equipment the items or right click to equip/unequip)

H --> Open/Close stats window
J --> Open/Close equipment window
K --> Open/Close skills window
L --> Open/Close inventory window
Attachments
RPG-Sample-WIP.zip
(8.94 MiB) Downloaded 265 times
dumbdemo.png
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Re: Unfinished RPG-Inventory System

Postby Zivouhr » Sat Jan 21, 2017 4:01 pm

Looks good, thanks for the info and details on the RPG template. Are you still developing games on other software?
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Re: Unfinished RPG-Inventory System

Postby juansimat » Sat Jan 21, 2017 4:14 pm

I was learning some other frameworks and engines, but don't have much time. If android exporting were fine, I would be developing a lot of ideas I have. :D
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Re: Unfinished RPG-Inventory System

Postby juansimat » Sat Feb 04, 2017 4:08 pm

davebusiness86s wrote:This looks great. Cant wait to see the full version
Can I ask how long have you been using GE? Can I contact you to learn more? This forum doesn't seem so active...


If you turn your head a little to the right you can see I joined on 2009 :V. I quitted for a long time, but I'm back again, with more knowledge. You can send me PMs if you need some help or post in the forum and we will try to help ASAP.
Attachments
mindblow.png
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Re: Unfinished RPG-Inventory System

Postby Zivouhr » Sat Feb 04, 2017 7:05 pm

Juansimat, That would be cool if Game Editor could export android games, yes.

davebusiness86s wrote:This looks great. Cant wait to see the full version
Can I ask how long have you been using GE? Can I contact you to learn more? This forum doesn't seem so active...


While the forum isn't as active, there are a great amount of useful threads over the years that help solve a lot of coding questions in Game Editor.
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Re: Unfinished RPG-Inventory System

Postby juansimat » Sun Feb 05, 2017 7:58 pm

Zivouhr wrote:Juansimat, That would be cool if Game Editor could export android games, yes.


At least it can do multiplayer
mega-cerebral explosion.png
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Re: Unfinished RPG-Inventory System

Postby Zivouhr » Sun Feb 05, 2017 8:44 pm

Multiplayer, that's a nice option to have for GE.
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Re: Unfinished RPG-Inventory System

Postby DeltaLeeds » Sun Feb 12, 2017 5:04 pm

Oh hey man! Welcome back (Despite not meeting you yet.) Glad to see an old member back here, with presents too! ;)
I can't wait to try the rpg template you've worked on tomorrow (Very late now.), it looks very awesome! I'll ask you questions if I don't understand anything.
Currently: Semi-Active.
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Re: Unfinished RPG-Inventory System

Postby juansimat » Sun Feb 12, 2017 6:26 pm

jonathang wrote:Oh hey man! Welcome back (Despite not meeting you yet.) Glad to see an old member back here, with presents too! ;)
I can't wait to try the rpg template you've worked on tomorrow (Very late now.), it looks very awesome! I'll ask you questions if I don't understand anything.


Feel free to ask whatever. I'm glad to help :3
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Re: Unfinished RPG-Inventory System

Postby DeltaLeeds » Mon Feb 13, 2017 5:42 pm

Very nice rpg system man. I learnt some stuff from it like the usage of getclone. +1 for you ;)

Feedback
The equipping is still a bit confusing for me. At one point I equipped a club and can attack enemies with it but I didn't really know how I did it. Most of the time, I right clicked the clubs and it's in the equip box, but somehow I still can't attack.
Other than that, the item drop system is nice, the rpg elements are definitely there. This can be useful for people who want to make rpgs but are still new to gE, but I guess you could give some comments for the equipment parts.

A little tip for an easier enemy sensor system:
For the enemy sensor system, I'd recommend using distance and functions for easier customization rather than using a wire frame.

Like if you go to global code editor, add a script with this inside:
Code: Select all
int Range(float a)
{
    if(distance(x,0,Jugador.x,0)<a)
    {
        return 1;
    }
    else
    {
        return 0;
    }
}


Like in this picture:

Image

And you can easily put it in Enemy00->Draw Actor like this:

Image

It works and is much easier to customize than a wire frame region. Just change 200 to any other number that tickles your fancy.
Attachments
Espasa.ged
Ged with the easier sensor system if you want.
(147.81 KiB) Downloaded 209 times
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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Re: Unfinished RPG-Inventory System

Postby Zivouhr » Tue Feb 14, 2017 4:21 am

Helpful tips, thanks. 8)
City of Rott Game created on Game Editor http://cityofrott.wordpress.com/
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Re: Unfinished RPG-Inventory System

Postby juansimat » Wed Feb 15, 2017 7:25 pm

jonathang wrote:Very nice rpg system man. I learnt some stuff from it like the usage of getclone. +1 for you ;)

Feedback
The equipping is still a bit confusing for me. At one point I equipped a club and can attack enemies with it but I didn't really know how I did it. Most of the time, I right clicked the clubs and it's in the equip box, but somehow I still can't attack.
Other than that, the item drop system is nice, the rpg elements are definitely there. This can be useful for people who want to make rpgs but are still new to gE, but I guess you could give some comments for the equipment parts.

A little tip for an easier enemy sensor system:
For the enemy sensor system, I'd recommend using distance and functions for easier customization rather than using a wire frame.

Like if you go to global code editor, add a script with this inside:
Code: Select all
int Range(float a)
{
    if(distance(x,0,Jugador.x,0)<a)
    {
        return 1;
    }
    else
    {
        return 0;
    }
}


Like in this picture:

Image

And you can easily put it in Enemy00->Draw Actor like this:

Image

It works and is much easier to customize than a wire frame region. Just change 200 to any other number that tickles your fancy.



Yeah, I think that is better to use your way to do the enemy sensor. But I choosed this cause I think is a good method too: like waiting to a collision-start collision-finish instead of checking every frame.

Thanks for the feedback. I'll keep improving :mrgreen:
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Re: Unfinished RPG-Inventory System

Postby lcl » Wed Feb 15, 2017 10:32 pm

This may be little off-topic, but nice, simple code jon! Even though it could be even further simplified 8)

Code: Select all
int Range(float a)
{
    return (abs(x - Jugador.x) < a);
}


This one doesn't use distance(), which I believe works based on Pythagorean theorem, and so could be a little heavier than a simple subtraction. Also, why use if else to return 1 or 0, when your condition itself returns 1 or 0? :P
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Re: Unfinished RPG-Inventory System

Postby DeltaLeeds » Fri Feb 17, 2017 9:38 am

lcl wrote:This may be little off-topic, but nice, simple code jon! Even though it could be even further simplified 8)

Code: Select all
int Range(float a)
{
    return (abs(x - Jugador.x) < a);
}



Ah yes, I did that for my test shooting game. I was really scratching my head because I remembered I made a much simpler system which didn't need something returning values. I used abs() for x axis instead of distance. My coding skills are clearly wearing down. Thanks for reminding me about this lcl. ;)
A well deserved +1 for you! :D
Currently: Semi-Active.
Working on: Maybe putting my test games in gamejolt, polishing them a bit, but I still don't know when.
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