ID:170183
 
Hey guys, I've been away from the whole coding scene for a while now, and I'm a little rusty as you can expect!

Basically.. My RPG is a complete HUD operated game, no verbs nor stat panels.. So i'm wondering how I could make an inventory. I've been wondering about an on screen inventory, HUD like. I'm a little lost as to how I could go about this. Any one got any tips or can you point me in the right direction?

Thanks in advance.
Yeah, someone made a demo or lib about a hud-based inventory system. I can't recall who it was, but I know Shadowdarke's sd_Text() library can accomplish this. You might want to take a look at it and the other demos and libs. I'll see if I can dig up the resource I was originally thinking of.

~X
[Edit]
The library I was thinking of was SSJ Radditz' On-Screen Inventory library. http://developer.byond.com/hub/SSJRadditz/On-ScreenInventory
In response to Xooxer
Xooxer wrote:
Yeah, someone made a demo or lib about a hud-based inventory system. I can't recall who it was, but I know Shadowdarke's sd_Text() library can accomplish this. You might want to take a look at it and the other demos and libs. I'll see if I can dig up the resource I was originally thinking of.

~X
[Edit]
The library I was thinking of was SSJ Radditz' On-Screen Inventory library. http://developer.byond.com/hub/SSJRadditz/On-ScreenInventory

cheers mate.
In response to Xooxer
Xooxer wrote:
The library I was thinking of was SSJ Radditz' On-Screen Inventory library. http://developer.byond.com/hub/SSJRadditz/On-ScreenInventory

Warning:

That library is chock-full of usr abuse. Do not use it within a game, and do not attempt to learn anything from it.

It has a pretty bad design issue too. It creates a seperate object for each part of the HUD instead of having a single object and a New() proc that chooses where on the screen the object should be placed, and what it should look like.