Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Wayne Adams on Sun 22/02/2009 04:08:52

Title: custom inventory hud (looked for this solution in the search, manual)
Post by: Wayne Adams on Sun 22/02/2009 04:08:52
So this is how the inventory looks:

(http://www.wayneadams.net/stuffola/AGS_Stuff/bugs/Inventory.jpg)

So I wanna throw the inventory objects into the ring slots.. the HUD tools under the gui tab let you build your area where inventory items go.. but it seems to only work in a square grid format.. can this be altered?

Thanks.
Title: Re: custom inventory hud (looked for this solution in the search, manual)
Post by: Trent R on Sun 22/02/2009 05:00:50
The normal inventory won't work for your interface. I'd suggest using an Inventory array, along with buttons. In their on_clicks, set the player.ActiveInventory

Oh, and to answer your question, no. It's in a grid (or line, depending on how you size the control and your items.)

~Trent
Title: Re: custom inventory hud (looked for this solution in the search, manual)
Post by: Trent R on Sun 22/02/2009 18:46:27
Don't know if you're seen my reply yet Wayne, but I'm currently working on some code that'll make this work. But I'm on my way out the door right now, so I'll post it when I get back.

Mostly I'm trying to figure out a a math function.... I was never good with trig and circles.

~Trent
Title: Re: custom inventory hud (looked for this solution in the search, manual)
Post by: Wayne Adams on Sun 22/02/2009 23:15:23
Hey Trent, thanks for the assist... ive been thinking of just placing buttons over the squares in the inventory screen and tryin to assign the items to those buttons.. but im not sure ags will interpret this as an inventory...

for now.. i have a temp inventory screen for testing the items..