Fullscreen Equipment/Invetory

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Thats better then in some real rpg what you have to buy O.o

But, I think there should be a button to throw items away and more equipment slots (pants, shoes)
 
Sup with everyone making such a big fuss bout FSIs. Its not like its the first one created, no need to post a topic in the Map Development(not the proper place too), and it ain't hard to make one on top off that...
 
Sup with everyone making such a big fuss bout FSIs. Its not like its the first one created, no need to post a topic in the Map Development(not the proper place too), and it ain't hard to make one on top off that...
No idea.

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If you want to do anything interesting, consider large items (like from the Diablo games) and/or separate, smaller bags for different item types rather than a giant lump (or some other neat innovation). Otherwise it will be Yet Another FSI Clone which will be almost definitely useless instead of just probably useless.
 
Sup with everyone making such a big fuss bout FSIs. Its not like its the first one created, no need to post a topic in the Map Development(not the proper place too), and it ain't hard to make one on top off that...

Forum Description said:
Talk about your developing projects. Release beta tests and get useful feedback before the final release. Maps should be attached to your post.

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PurplePoot said:
If you want to do anything interesting, consider large items (like from the Diablo games) and/or separate, smaller bags for different item types rather than a giant lump (or some other neat innovation). Otherwise it will be Yet Another FSI Clone which will be almost definitely useless instead of just probably useless.

Well I have to disagree with the useless-ness part considering the only other released completed one is fairly outdated using using heaps of gamecache and a pain to import and configure. My code is a lot shorter and easier to configure.

There is nothing wrong with giving variety and options, and only after a while does it become repetitive but that time has not come yet due to the lack of released FSGUI's.
 
I envy the graphics :P
I don't. You can practically see the copy'n'paste of the same red line. He could've at least ran over it with the smooth tool to make it less noticeable. And the buttons are badly placed, but I guess thats cuz he is still working on it.
 
It seems to me like you are getting butt hurt over my system. You say "oh god not another one" yet you are creating one?
If another person says this without a good reason backing it up I'm just going to ignore them.
There have only been 3 AFAIK released to the public, and 1 doesn't work with the latest patch.

Furthermore, this thread was made before yours and I had no idea you were even making one.

Is it user friendly?
Yes, there is an entire trigger for configurables, there is not much in it yet.

Is it updatefriendly?
What the hell does that even mean.

How about optional modules/functions?
Again, what does that mean?

Is it fast?
Who needs speed when dealing with trackables? They are slow by themselves.
Meaning I use hashtables, sue me.

Save?
I'm assuming you mean save and load code compatability. Yes, you should be able to use this with any decent save and load systems, as long as you can convert heroes items to integers then you can "save" them.

Flexibel?
This is the same as configurablity, no?

MPI / MUI?
MPI windows, and any unit can have his own inventory. So yes, yes.

Good coded?
I suppose.
 
I would like to see something new like for instance a non-fullscreen equipment and inventory using DGUI.
edit: Oh and talentsystem.
 
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*Insert shameless promote post here*
 

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All inventories are placed with code.
This is not a diablo III interface, so I am not competing with any D3 projected. I just so happens that I suck ass at photoshop and made some c 'n p of an old D3 screenshot interface.
Every slot has a trackable under it.
It uses hashtables, not game cache. But it will be very easy to save items with GC (and save/load codes)
 
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