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Advanced RPG Inventory Logic.

Archive: 12 posts


So I'm creating a RPG and I need some help with some things, such as the inventory system, animations, and a few other logic.

But most importantly I need a inventory system where you may rearrange at will kinda like the RE4 inventory attache case.
48936
48937
You are free to rotate (I might not need that), move, equip, check, combine, give, or discard items.
(I think I might not use this for my RPG but for my Survival horror)

Other logic I need is HP and EXP. Than you if you decide to help.
2014-08-19 19:46:00

Author:
TranscendantAether
Posts: 175


Just make the inventory objects move in grid, but dont allow them to be placed unless none are overlapping, or hanging off the borders of placement2014-08-19 20:15:00

Author:
amiel445566
Posts: 664


Doesn't sound easy.2014-08-19 23:11:00

Author:
TranscendantAether
Posts: 175


Doesn't sound easy.

Comphermc has some tutorials on grid movement, but what you want to do for the actual inventory logic is put assortments of tags and tag sensors to communicate with each other so none overlap, and so it can tell you what the object is, it shouldnt be too hard
2014-08-19 23:30:00

Author:
amiel445566
Posts: 664


So I'm creating a RPG and I need some help with some things, such as the inventory system, animations, and a few other logic.

But most importantly I need a inventory system where you may rearrange at will kinda like the RE4 inventory attache case.
48936
48937
You are free to rotate (I might not need that), move, equip, check, combine, give, or discard items.
(I think I might not use this for my RPG but for my Survival horror)

Other logic I need is HP and EXP. Than you if you decide to help.

Resident Evil is an awesome game. The 4th one was my first.

How I would approach this is the same as amiel445566 suggested. You will want to make a grid of sorts. I am lazy. I would just use a bunch of squares(recommend invisible stickerpanel) and place them with the grid. Place a microchip on each of the squares in the absolute center. Inside the microchip, I like the toggle switch hooked up to a tag. The inactivated toggle switch indicates the space is not occupied.

When placing an item, three things have to happen. The object to be placed will have to communicate with the space the player wants it to occupy. Then it has to provide a confirmation that there is enough unallocated space. Finally the item will have to allocate the space it takes. In this case, activating the toggle switch.

So for example, lets say that sniper rifle takes up three blocks on the grid. Lets call this a three block. Each block on the three block communicates with the blocks on the inventory grid. Unless the three block gets clearance from all three blocks( the inactivated toggle switch), the object cannot be placed. It would be the same with a 1,2 and 4 etc block. Using this simple logic, you could implement the rotation mechanic easily.

You may want to look into some grid movement tutorials, although you could do a thing where you pick up an object and place it. It doesnt feel as professional that way though and if you are trying to get it exactly like RE4, I would recommend watching some tutorial.

Also, for the HP, look into amiel's post about feedback loops. You could use the sequencer to display the clock-like RE4 display. However, since you are asking this question, I'd recommend using the timer for now, until you get more used to creating logic. Same with EXP. Use the feeback loops and keep the max 100 for now.
2014-08-20 02:23:00

Author:
Rpg Maker
Posts: 877


Thanks I'll put what said to action soon. But I still need help with HP and tutorials didn't do much. I need a physical sack to help me.2014-08-20 03:16:00

Author:
TranscendantAether
Posts: 175


Resident Evil is an awesome game. The 4th one was my first.

How I would approach this is the same as amiel445566 suggested. You will want to make a grid of sorts. I am lazy. I would just use a bunch of squares(recommend invisible stickerpanel) and place them with the grid. Place a microchip on each of the squares in the absolute center. Inside the microchip, I like the toggle switch hooked up to a tag. The inactivated toggle switch indicates the space is not occupied.

When placing an item, three things have to happen. The object to be placed will have to communicate with the space the player wants it to occupy. Then it has to provide a confirmation that there is enough unallocated space. Finally the item will have to allocate the space it takes. In this case, activating the toggle switch.

So for example, lets say that sniper rifle takes up three blocks on the grid. Lets call this a three block. Each block on the three block communicates with the blocks on the inventory grid. Unless the three block gets clearance from all three blocks( the inactivated toggle switch), the object cannot be placed. It would be the same with a 1,2 and 4 etc block. Using this simple logic, you could implement the rotation mechanic easily.

You may want to look into some grid movement tutorials, although you could do a thing where you pick up an object and place it. It doesnt feel as professional that way though and if you are trying to get it exactly like RE4, I would recommend watching some tutorial.

Also, for the HP, look into amiel's post about feedback loops. You could use the sequencer to display the clock-like RE4 display. However, since you are asking this question, I'd recommend using the timer for now, until you get more used to creating logic. Same with EXP. Use the feeback loops and keep the max 100 for now.

I would use selectors instead of toggles, but that's just me. A two port selector is literally exactly a toggle with more versatility. Other than that, that's how I would approach this.
2014-08-20 05:53:00

Author:
Tynz21
Posts: 544


Any advice on HP?2014-08-20 07:07:00

Author:
TranscendantAether
Posts: 175


Any advice on HP?

Feedback loop it. As was mentioned above, amiel has a great tutorial on feedback loops in the tutorials section of the site.
2014-08-20 08:06:00

Author:
Tynz21
Posts: 544


There's no need to use tons of tags and tag sensors for inventory management when you can use lbp physics for that. Just use invisible material, in-out movers and the grid movement system of your preference.2014-08-20 16:17:00

Author:
actio1_618
Posts: 81


There's no need to use tons of tags and tag sensors for inventory management when you can use lbp physics for that. Just use invisible material, in-out movers and the grid movement system of your preference.

Invisible material can collide and I dont see the reason to use it here. Using only physical materials would overcomplicate the other systems TC wants to implement like trading, combining, giving. Personally, I think its messy and not enough control for my preference. Tags also allow the setup to be saved easier with the memorizer--unless you are just doing a small tech demo.

A lot of creators when first designing, never consider death logic. There has to be some sort of way to save inventory, unless the player starts all the way over--and this will infuriate maybe 99 percent of them out there. So thats something I would think about as well.


I would use selectors instead of toggles, but that's just me. A two port selector is literally exactly a toggle with more versatility. Other than that, that's how I would approach this.

Yep the selector would offer more flexibility in this situation and make it a neater when going into the other features TC wants to try. The toggle switch made the explanation simpler, but TC should defiantly feel free to switch that to a selector. Thats a great tip
2014-08-21 01:15:00

Author:
Rpg Maker
Posts: 877


Thanks guys, I'm putting this stuff into work.2014-08-21 17:44:00

Author:
TranscendantAether
Posts: 175


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