Feb 18
Posted by dolgion on Friday Feb 18, 2011 Under Flashpunk
Hey and good to have you back! In part 2 of the inventory ui tutorial, I’m going to be explaining cursor movement, equipping armor and weapons and also consumption of potions. As usual, the demo can be played here and the full source code including the assets can be gotten here. So without further ado, let’s continue the tutorial! Read More
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Feb 16
Posted by dolgion on Wednesday Feb 16, 2011 Under Flashpunk
Hello and welcome back once again as we delve deeper into the inner machinations of the FlashPunk JRPG Engine! Today’s topic is as annouced the implementation of the player’s inventory screen, which was a pain in the ass to code to be honest. I’ll explain in detail how the inventory screen works, how equipment modifies the player’s stats and also an explanation on how the first basic types of effect of consumables were coded. Blah blah blah full source code as blah is available blah here, and blah blah also play the latest build here. Read More
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Feb 12
Posted by dolgion on Saturday Feb 12, 2011 Under Flashpunk
Welcome back! As always, you can download the entire source code of the engine here, and also play around with the demo here.
So, last time I showed you how I’ve added character stats to the game while also displaying them in a separate character stats screen. In this tutorial, I’m going to explain how I’ve implemented game items, such as swords or health potions. Since I haven’t yet implemented actual combat nor have exactly decided on the finer details of combat mechanics, we won’t see the real effect these weapons and armors have there. Right now, all I’m going to talk about is how I added items in the first place, and also the datastructures used to represent inventories, and also talk about item containers (treasure chests).
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