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Old 08-19-2008, 08:21 PM   #1 (permalink)
 
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Fullscreen Inventory System (what you think)

HALLO GUYS

I've seeing serveral people creating fullscreen inventory systems,
and I also want to give it a try. But before I start working on it, I want you to answer a few of my questions:

Quote:
1. How many slots shall there be?
2. Or shall the slots number depend on the heroes strenght?
3. Shall it be multiplayer compitable?
I will use the same layout as I use on my other system ( see screenshots).
The multiplayer version is the left one

Note: My system will only be an inventory. I wont add equiptable slots or such.

Edit:
The multiplayer version is the left one
Attached Thumbnails
fsmekcqv2.jpg   mpfullscreen.jpg  

Last edited by MeKC; 08-28-2008 at 01:30 AM..
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Old 08-19-2008, 09:12 PM   #2 (permalink)

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1. 30 or more
2. no
3. yes! must!
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Old 08-19-2008, 09:58 PM   #3 (permalink)
 
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Can it be campaign compitable?
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Old 08-19-2008, 10:05 PM   #4 (permalink)
 
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1. As many as there is in the screenshot.
2. Could make it so that when you find a certain item or complete a quest, your inventory expands.
3. Personally, i wouldn't mind, since it sounds like it would be tons of more work.

If the items are useable in the bigger inventory, it could work to use a system in my campaign to equip the items.
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Old 08-19-2008, 10:43 PM   #5 (permalink)
 
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Quote:
Originally Posted by kewlthis View Post
1. 30 or more
2. no
3. yes! must!
1. I was thinking about 50 slots.
3. The only issue with it, is that it pause the game for the player but not
for the others.

Quote:
Originally Posted by Aeroblyctos View Post
Can it be campaign compitable?
Yes sure. It just need a gamecache to transfer data from the system
between the maps. Maybe I also shall make it campaign compitable


Quote:
Originally Posted by SkriK View Post
1. As many as there is in the screenshot.
2. Could make it so that when you find a certain item or complete a quest, your inventory expands.
3. Personally, i wouldn't mind, since it sounds like it would be tons of more work.

If the items are useable in the bigger inventory, it could work to use a system in my campaign to equip the items.
1. Thats is 50, and thats what im planning to make. So thats good:)
2. Hmm, that Is nearly the same as when you gain in strenght, so it may
be possible I will do that.
3. I dont think it would be so much more work. But what the hell, a good system, needs alot of work

I wont make the useable in the bigger inventory. Its only a bag. I wont trigger every useable item... sorry
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Old 08-20-2008, 01:54 PM   #6 (permalink)
 
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Quote:
Originally Posted by MeKC
Yes sure. It just need a gamecache to transfer data from the system
between the maps. Maybe I also shall make it campaign compitable
Oh really? That would be awesome.

Is this hard to import? Does it need user to make doodads/units/other to every item?
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Old 08-20-2008, 02:03 PM   #7 (permalink)
 
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I dont know if it will be hard to import yet. Because Im not started working on it yet. But a little diffucult will it be.

You need to create a Destructable Object for every item you have in your map. And a few extra for the layout.
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Old 08-20-2008, 02:14 PM   #8 (permalink)
 
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Ok, so if I'm going to put your system to my campaign, I would need to make about 500 destructables. Yea, right. X_X
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Old 08-20-2008, 10:52 PM   #9 (permalink)
 
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I will guess that the layout will take arround 5 destructable.

And the rest will be the items. So if you got 495 items, then you need
to create 495 destructables...

Sorry there is no other way to do it.
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Old 08-21-2008, 04:01 PM   #10 (permalink)
 
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could you make a tutorial or something about how to create a fullscreen inventory system?
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Old 08-21-2008, 10:13 PM   #11 (permalink)
 
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I thought about it, but the only problem is my english. Its hard for me to describe what i mean.

But its not that hard to create a simple fullscreen system.
You need to know:
- How to use trackables
- How to use JASS (GUI with WEU) (but I suggest JASS)
- And how to do some basic models

When you know these three things you actually know how to create
a fullscreen system.

WC3Jass.com :: Index have some tutorials about trackables, and the Hive and wc3campaigns have tutorials about 3d moddeling.
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Old 08-28-2008, 01:32 AM   #12 (permalink)
 
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BUMB!

I have uploaded a sreenshots of the layout of the multiplayer fullscreen.

What do you guys think about the layout?
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Old 08-30-2008, 07:27 PM   #13 (permalink)
 
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It looks amazing so Far,
I'm not Sure Why people aren't swarming to look at it,
Maybe if you put [Multilayer Compatible] in the title tons of people would swarm to see it.
Great job So Far. =]
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Old 08-31-2008, 09:01 AM   #14 (permalink)
 
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Wawu! looks like it gonna be an awsome system when you'll finish it^^

By the way, in my opinion, 10 slots is boring... could you please add a few more slots such as belt, 2 bracers slots, 2 shoulders slots, 2 boots, 2 gloves, a "relic" slot and such things? I mean, try to do somthing unique ^^
Oh and another thing, do you make it able to increase few specific integer strings upon equiping item or reduce the string when removing that item?

I personaly think the more complex it is, the more it unquie as well.

sorry for my english
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Last edited by Nisim; 09-04-2008 at 09:18 AM..
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Old 08-31-2008, 11:13 AM   #15 (permalink)

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MeKC, the best systems are modular. I mean, rather than "hardcoding" an amount of slots, allow the user to set this amount and create itemslots accordingly. The usage could for instance be:

CreateInventory(number of slots, number of equipments)

The function itself would simply figure out how to make the GUI with a certain amount of slots...

Ofcourse it's a though mission to make it so, but it allows for much more customisation, which is worth it IMO.
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