Ok...I'll try my best explaining my current situation (I am not a native english speaker so that could make it harder for me).
To begin with...I have implemented a 2d top-down tile based game. It works perfectly until now (basic tilemaps,a bit of AI for mosters, Random map generation using Perlin Noise)
So to describe the logic behind my inventory:
- It currently allows adding, and removing items (when the character walks over the sprite of a dropped item and presses P the item is picked up and added to the inventory.If the player presses I a list of items shows up and he can select the item he wishes to drop and presses R to drop it)
- My items are class based (references of a base Item class which passes a Use() (a sword gets and attack function,a potion a healing function and so on) function which i load from a .txt file for every item i want.
- Yes it is a fixed sized inventory system (16 items)
Graphics experience:
Now I think I was harshly misinterpreted at this part...i think i may have expressed myself wrongly and that led to wrong conclusions (in my head I thought that you must have read my previous posts but now I realise that I must provide the necessary details).
- My experience with graphics (+1 year of 2d graphics programming)
- My experience with PyGame: about 9 months
I'll try to attach a screenshot of my first level
.[attachment=11026:screen.png]
Show differencesHistory of post edits
#2Djfix
Posted 01 September 2012 - 05:19 AM
Ok...I'll try my best explaining my current situation (I am not a native english speaker so that could make it harder for me).
To begin with...I have implemented a 2d top-down tile based game. It works perfectly until now (basic tilemaps,a bit of AI for mosters, Random map generation using Perlin Noise)
So to describe the logic behind my inventory:
- It currently allows adding, and removing items (when the character walks over the sprite of a dropped item and presses P the item is picked up and added to the inventory.If the player presses I a list of items shows up and he can select the item he wishes to drop and presses R to drop it)
- My items are class based (references of a base Item class which passes a Use() (a sword gets and attack function,a potion a healing function and so on) function which i load from a .txt file for every item i want.
- Yes it is a fixed sized inventory system (16 items)
Graphics experience:
Now I think I was harshly misinterpreted at this part...i think i may have expressed myself wrongly and that led to wrong conclusions (in my head I thought that you must have read my previous posts but now I realise that I must provide the necessary details).
- My experience with graphics (+1 year of 2d graphics programming)
- My experience with PyGame: about 9 months
To begin with...I have implemented a 2d top-down tile based game. It works perfectly until now (basic tilemaps,a bit of AI for mosters, Random map generation using Perlin Noise)
So to describe the logic behind my inventory:
- It currently allows adding, and removing items (when the character walks over the sprite of a dropped item and presses P the item is picked up and added to the inventory.If the player presses I a list of items shows up and he can select the item he wishes to drop and presses R to drop it)
- My items are class based (references of a base Item class which passes a Use() (a sword gets and attack function,a potion a healing function and so on) function which i load from a .txt file for every item i want.
- Yes it is a fixed sized inventory system (16 items)
Graphics experience:
Now I think I was harshly misinterpreted at this part...i think i may have expressed myself wrongly and that led to wrong conclusions (in my head I thought that you must have read my previous posts but now I realise that I must provide the necessary details).
- My experience with graphics (+1 year of 2d graphics programming)
- My experience with PyGame: about 9 months
#1Djfix
Posted 01 September 2012 - 05:05 AM
Ok...I'll try my best explaining my current situation (I am not a native english speaker so that could make it harder for me).
To begin with...I have implemented a 2d top-down tile based game. It works perfectly until now (basic tilemaps,a bit of AI for mosters, Random map generation using Perlin Noise)
So to describe the logic behind my inventory:
- It currently allows adding, and removing items (when the character walks over the sprite of a dropped item and presses P the item is picked up and added to the inventory.If the player presses I a list of items shows up and he can select the item he wishes to drop and presses R to drop it)
- My items are class based (references of a base Item class which passes a Use() (a sword gets and attack function,a potion a healing function and so on) function which i load from a .txt file for every item i want.
- Yes it is a fixed sized inventory system (16 items)
Graphics experience:
Now I think I was harshly misinterpreted at this part...i think i may have expressed myself wrongly and that led to wrong conclusions (in my head I thought that you must have read my previous posts but now I realise that I must provide the necessary details).
- My experience with graphics (+1 year of 2d graphics programming)
- My experience with PyGame: about 9 months
To begin with...I have implemented a 2d top-down tile based game. It works perfectly until now (basic tilemaps,a bit of AI for mosters, Random map generation using Perlin Noise)
So to describe the logic behind my inventory:
- It currently allows adding, and removing items (when the character walks over the sprite of a dropped item and presses P the item is picked up and added to the inventory.If the player presses I a list of items shows up and he can select the item he wishes to drop and presses R to drop it)
- My items are class based (references of a base Item class which passes a Use() (a sword gets and attack function,a potion a healing function and so on) function which i load from a .txt file for every item i want.
- Yes it is a fixed sized inventory system (16 items)
Graphics experience:
Now I think I was harshly misinterpreted at this part...i think i may have expressed myself wrongly and that led to wrong conclusions (in my head I thought that you must have read my previous posts but now I realise that I must provide the necessary details).
- My experience with graphics (+1 year of 2d graphics programming)
- My experience with PyGame: about 9 months