Posts Tagged ‘screenshot’

Almost done Item Creation

March 2, 2012

I shot my screen:

What you see above is my glorious Item Creation Interface, as described in the previous post. Well, almost. I said I was going to make failing recipes show up in red, but the way I have the string output stuff set up, it took less time for me to just write the name covered with xxxx instead.

It gets the point across. “Hmmm, I wonder what this xxxxx is that I don’t have enough copper bars for? I better make a couple more of them then.” I mean the thing is made out of 10 of them, so it’s gonna be good, right?!

While you can move the cursor on the workbench/forge/whatever panel, you can’t actually create anything with the A button yet. I haven’t coded in that part. I’ll do it tomorrow, it shouldn’t take any time.

A follow-up screenie:

Here, the forge is being ‘used’, and it has a different list of things it can create. It isn’t very long yet, though. I’ll finish this stuff up tomorrow and start the player with next to no items!

I want to take the weekend off from coding/designing/posting, but who knows. I’m thinking about making a video, but I still don’t think I have enough to show off yet. Maybe I will anyways. Whatever.

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Inventory Interface Complete

March 1, 2012

I’m on Candid Camera?!:

Here I’ve dropped a bunch of items from inventory, moved some items into the chest, and split a stack of (99) into three. You can drop items from the other inventory too, in the case that it’s faster to steal that way. You actually need to move the cursor to an {empty} spot and select it in order to get the item into your inventory. It’s a little faster to pop things out and walk into them.

I’ve also added PlayerEntity::OnUse() so that you can move things around in your own inventory outside of the item swapping interface. You can’t move stuff while you’re not in the inventory interface because then you won’t be able to do anything while you’re looking at yourself. It is a little confusing having two cursors in your inventory, though. I might drop the > < one and use only the [ ] and screw it if you can’t do anything while you’re in there.

I lost a bunch of time to code cleanup today, since I’m not looking very far ahead of where I am at any given time. I’m not familiar with regular practices, so I can’t plan for them yet.

I’m probably going to code in 2D inventories soon. Obviously I won’t be using text-based inventories in the actual game, but it’s faster to get things in if I do it this way for now.

I’m done the stuff I wanted to do, so now I can start the item creation interface. I haven’t actually planned this part out yet, so I’ve got some designing to do. It won’t be like Minecraft, I can tell you that much. It might be like Terraria’s, just to get it in, but iunno yet.

Easier-to-read text

February 29, 2012

I got some help from freenode’s ##XNA on a thing I should probably have already been able to do without asking:

It’s a hackish way to do it but I’ve acheived the goal I wanted to acheive. Pressing the T key will toggle whether the text is behind or in front, as before, but now whatever’s behind is greyed out a bit. I’ll probably do something as retardedly simple as this for the 3D version when I get back to it, too.

(edit: one more shot for the road. shows off the item swapping with the menu that takes up most of the screen:

yeah, that was a good idea.)

Inventory Swapping working

February 29, 2012

Super screenshot deluxe:

There’s still lots of adjusting to do and rebuilding of sections, but I have a very basic item swapping interface partially working now. The way I have it set up is that you can use it in realtime, or pause the game to do what you wanted. Here I moved a few items to the a chest, and I’m about to move the forge.

  • The > < indicates the item you have for use – so you can defend yourself in realtime as you go through your box.
  • The [ ] marks where you are in inventory, and the * * shows what you want to swap with.

I have it set for you to quickly exit out of any inventory you entered by hitting the right shoulder button again while still selecting the object with your cursor.

You can inspect or swap with inventories of any Creature right now – including the Monsters. I’ll remove this later, but then add it back in as a steal ability for theives. There will be a time limit for viewing/swapping that will be rolled based on your stats and the monster’s stats. Some monsters won’t let you even peek, though. ┐(  ̄ー ̄)┌

Not complete is the item dropping and stack splitting. I’m tired, so I might not get to it tonight.

After I finish this, I’m going to move right into the item creation interface.

Moving in the right direction

February 29, 2012

Two screenshots this post, here’s the first:

Points of note:

  • Gamepad input tips in upper right
  • Certain things can be “used”; in the above screenshot the NPC is shown to be useable
  • Monsters can no longer pick up collectables, they’re shown pushing the ones above
  • Once an inventory is full, no new items can be added, and you will push items around like the monsters do

Second screenshot:

Notes of point:

  • 3 new useable blocks: Workbench, Chest, and Forge
  • Inventory “empty” slots

I want to recode a bunch of the code to make use of a new Item::OnUse() function. I’ll also be adding some Creature::OnUse() and Chest::OnUse() overrides, and then I’ll build the item swapping interface. Then I’ll add the Forge::OnUse() and Player::OnUse() and build the item crafting interface.

Added a little content

February 28, 2012

It ain’t much, but it points at one of the things I’m working on next.

I added Tree ‘blocks’ and Wood items. Chopping down trees with a pickaxe is a little odd, but I’ll leave that for now.

Also, I made the stone walls look more.. wall-like. They stand out from the natural rock better now. I’ve been trying not to get too fancy with the graphics, but I think it’s a good change.

I’m gonna try to get that creature info stuff outta there tomorrow.

Checking font size

February 28, 2012

I noticed that the text output is a little hard to read in the pics in the posts up until now. Sure, you can click on the pics to see them at actual size, but that’s inconvenient, isn’t it?

I increased the font size from 10 to 14 and took a screenshot:

How’s that for ya? I also added an in-game toggle to put the text behind the objects, in the case that the screenshot should be focused on those instead.

Fixing Bugs

February 28, 2012

Screenshot!

As you can see, I increased the base size of the entities. The collectables were too hard to see, and the new size of everything is acceptable.

I fixed quite a few bugs today. Among them was the Door Bug (seen above). With this bug, I originally had it so that when you opened a door, the ClosedDoor object would create an OpenDoor object and kill itself, and the reverse for closing an OpenDoor object. (I know it was a terribad idea, shut up.) When an entity dies, by default it drops all of its inventory. All blocks contain one item of themselves, so that when you break them down, you can pick them up again.

When you opened a door, it would drop a door collectable. Alot of the time, the collectable would be inside the door, so the door would stay open, but if you had two doors next to each other, one might drop a door collectable into the other, which would then drop a door item of its own… and if those two pushed each other out of one of the open doors, the door would close and create another door item.

I froze the game one time, screwing around with the bug – it had created a big pile of like 10+ door drops and got stuck in some infinite loop somehow. It was sooo crazy. Notice that one of the monsters chasing me in the screenshot above has picked up 16 doors. Yeeeeaahhh.

I cleared some other crappy bugs not worth mentioning, as well. One bug I haven’t bothered with yet is shown below:

I placed the Town Crystal, upgraded an NPC, and was going to pick it back up… but when I broke down the Crystal, the NPC was touching it and picked it up on me! While I’m not pleased that they can, I’ll leave that alone for now.

Let me direct your attention to my inventory: Notice how there are 3 stacks of stone wall items? In code I’m actually giving the player 200 of them in one shot. The code will only add it in stack-max format. I’m happy at how well it works, even if it’s a simple thing. Sometimes it’s the little things that count.

I also realised recently that I needed a file with the current bugs written in it, and I need to write the bugs in there as soon as I find them, or 1) I won’t remember the bug later, and 2) I won’t be able to find the bugs I need to fix as easily. It seemed like a good idea, and it turns out it’s helping me quite a bit.

I have enough of the irritating bugs out of the way now that I can move onto the thing I want to do next: parties!

Collectables now In and Collectable

February 27, 2012

I’m tired so I’ll try to not go on too much in this post.

The little circles are the collectables. They’re just a small version of the thing that they represent. The copper sword is a yellow circle with a sword symbol in it. The copper sword collectable is a small yellow circle with a sword symbol in it.

I broke some of the rocks with my pickaxe and picked up the collectables they turned into. You can see that I’ve got some different kinds of ores, and some stone. I have an extra heal spell because when the NPCs die, they drop their inventory. I picked up a heal spell by mistake.

You’ll notice that some items are stackable and some are not. The heal spell did not stack with the other when I picked it up, but the ores did. Right now all stackable items have a maximum stack size of 99, but it’s easy to change the max for any new items I might add.

You might not have noticed that the creature I’m viewing, a monster, has picked up a stone and a dead NPC’s sword and spell. Just as the player and NPCs can pick up collectables, so too can monsters. I don’t plan on letting all monsters pick stuff up, but it shows that I can easily make thief foes that grab stuff on the ground and run away with them.

There are various glitches I have to work out before I move on to the next step… but I need sleep now.

More and more Prototype progress

February 26, 2012

Additions/changes:

  • Randomly placed natural stone and ore blocks
  • Letters and graphics in object circles to help identify them
  • Item list for every entity

Next is item collectables. I wanna mine those ores!