Well folks, I'm really happy to contribute this to the community, because it's taken me a long time to work out all the kinks, and I don't want anyone going through this like I had to.

This inventory system, should do most everything that you could want in a inventory, and although it is specifically geared toward RPG's, it will, with a bit of tweaking work for almost any game that needs an inventory. I have to say that I am pleased with what it does for me.

I've included a full tutorial with the inventory module. The tutorial has a fully illustrated outtake on the code, and the system that I used for setting it up. It uses a point- by - point layout, that I feel is fairly easy to follow. Even if I forgot to explain some things, I feel that by the time your done with the tutorial, you will have a very good grasp on how to make the inventory system work for you. The rar file also includes a prop panel for testing, and placeholder icons for items, as well as a few other goodies. Please read the enclosed disclaimer for more info.


The primary features:

• Custom dressing room feature. This feature simply creates a replica of the player model, with a black background. It will show the items that are equipped, so the player can stare at his or her character and beam with pride. It’s always visible, and is surrounded by the equipment slots for easy viewing. You can zoom in, and out. Rotate left or right. And the character model will of course play whatever animations you choose. You could get quite creative with this feature. If you equip a shield you could have the character play it’s “block” animation. A sword, it’s “salute” animation. The choice is yours, but the animation starts out with a default of “stand”, and as long as the inventory screen is open, the dressing room model will play it. All of its animations run completely independent of what the player is doing.



• Automatic mouse tracking, capable of storing and calling the mouse’s current location and what cell it is currently “housed in” while the inventory screen is visible.

• “Item backing” while items are equipped. This means that you can put placement pictures in your equipment slots, so that players know what items can go in which slot. Once you equip an item in that slot, the “item backing” will appear to remove that image. Removing the item will also remove the “item backing”.

• Large storage capacity, with backwards or forwards compatibility. The inventory is designed to handle 36 items, and houses 25 equipment slots for your players gear. However, it can very easily be modified to handle more or less by deleting a few lines of code, and modifying a few variables.

• Toggling, and dragging. The inventory can be toggled on or off, and dragged about the screen, while moving all items with it.

• Easy selection system. An item is picked up with the left mouse button, and while it is held down, the item will be dragged to wherever the user chooses. If it’s off the panel, it will automatically be placed in a slot that is free. Once the mouse is release the item is dropped, so no double clicking.

Here is a video showing the system in action in a testing room where I developed the inventory for my own game. Please do not redistribute this video as it does contain sensitive materials. What I mean by that, is posting on You-Tube or something of that nature. It is stricly for the community to look at and maybe gain some ideas.


Inventory Movie

Here is the tutorial and files -----> Inventory

Thanks and good luck!

PS There are a few bugs which I am aware of, such as synching issues. I am currently working on fixing these issues, and if you are inclined too, let me know if you find any bugs, so t hat I can fix them as well.

Jesse

Last edited by oldschoolj; 09/28/07 14:50.

you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly