Hey Khris,
Thanks for the speedy reply!
Sorry if my original post wasn't clear or if I'm misinterpreting your reply. I'm still working on my game design document so nothing is properly coded yet (I've been trying different things in dummy projects to prove the concepts to myself). In the design document I'm trying to lay out everything conceptually before I begin the main coding.
My intent is to use a GUI to handle the main inventory and a secondary GUI inventory for equipped items, with a drag and drop interface (there is another thread in the forums which discusses this and my plan is to implement a variation of this solution).
Sorry for my ignorance but I'm not sure exactly what you're asking? I think you're asking if I have a way of differentiating between different item types; so say a lantern couldn't be equipped to a hat location? If so my intent is to use a custom property and rules to define what can be equipped where. Honestly the inventory aspect of my design is still quite light on detail.
To clarify I was wondering is there is a default way of displaying (as in your example) a shield on the character that will move with the character without creating a new set of sprites that would include the entire character as well as the shield. The reason I don't want to do this is then I would have to have separate sprites for a character with nothing, with a sword, with a shield, with a sword and a shield, etc.
I'm playing with the move function of an object to tie it to the movement of the character but the coding of this becomes quite intense and I hoped I was just going about it sideways.
The reason I'm asking this question so early in my process, is because the solution will influence how I handle equipment within the game.
Thanks again for your time.
Cheers,
Barry
Thanks for the speedy reply!
Sorry if my original post wasn't clear or if I'm misinterpreting your reply. I'm still working on my game design document so nothing is properly coded yet (I've been trying different things in dummy projects to prove the concepts to myself). In the design document I'm trying to lay out everything conceptually before I begin the main coding.
My intent is to use a GUI to handle the main inventory and a secondary GUI inventory for equipped items, with a drag and drop interface (there is another thread in the forums which discusses this and my plan is to implement a variation of this solution).
Sorry for my ignorance but I'm not sure exactly what you're asking? I think you're asking if I have a way of differentiating between different item types; so say a lantern couldn't be equipped to a hat location? If so my intent is to use a custom property and rules to define what can be equipped where. Honestly the inventory aspect of my design is still quite light on detail.
To clarify I was wondering is there is a default way of displaying (as in your example) a shield on the character that will move with the character without creating a new set of sprites that would include the entire character as well as the shield. The reason I don't want to do this is then I would have to have separate sprites for a character with nothing, with a sword, with a shield, with a sword and a shield, etc.
I'm playing with the move function of an object to tie it to the movement of the character but the coding of this becomes quite intense and I hoped I was just going about it sideways.
The reason I'm asking this question so early in my process, is because the solution will influence how I handle equipment within the game.
Thanks again for your time.
Cheers,
Barry