ActionScript 2.0 :: Creating Inventory For Flash Games?
Oct 24, 2002
how to create an inventory system for a flash game? Ya know, those stuff that like lets say there's a box on the screen, you click on it and it is added to your inventory, then you can select it from your inventory screen and use it for stuff.
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Sep 25, 2009
I have been creating an Inventory for my game and some thing go wrong... here is my code :
[code]...
TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Shape@2565a101 to flash.display.MovieClip.at Untitled_fla::MainTimeline /drop Item()
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Sep 10, 2010
What are the best (considered by professionals) approaches while creating a platformer based game for Creating game levels & background (static ones).Create a single background and scale it?or Display it on-the-fly by loading objects (probably repeating them often).
If the first one is the choice then it would become essential to create each level manually of the game & putting level editors difficult.
Also if the later is the choice I find it too processor intensive....my frame rate almost breaks into half, while trying to manage so many objects together on screen.
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Aug 23, 2011
I'm still studying OOP designs, so what's the best way to achieve an inventory for a simple flash game? It seems that more than one design pattern could deliver some kind of an inventory but I would lose the flexibility if I try to adapt it somehow without a good knowledge about the subject. For money to buy what is available in an inventory I thought of Singleton. If there's enough cash earned while playing the game, then one can buy new skills. Maybe decorator pattern could list many thumbnails as buttons, and clicking on it applies new features and skills to the character.
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Mar 5, 2012
I'm making a sort of interactive graphic novel and was wondering how would I implement some sort of inventory system. Btw, I'm using Actionscript 2.0
----INVENTORY SYSTEM 001----
You see, I would like the ending screen to show a summary of what the player has done in the game.And certain points in the game would add certain 'items' into the inventory which will in turn affect what is displayed in the summary screen.The 'items' here being words or phrases.eg:
Quote:
You _______ with the _______ and proceeded to _______. But you _______.
For example, if the player chooses Path A, summary screen will show: eg:
Quote: You stabbed the unicorn with the shark fin and proceeded to shag your mistress. But you ate a pecan pie.But if the player chooses Path B, the summary screen will instead show eg:
Quote: You stabbed the tree with the shark fin and proceeded to shag the corned beef. But you smashed a watermelon and caused a civil war.
----INVENTORY SYSTEM 002----
I think with a few modifications, this inventory system could also be used to affect the outcome of the movie depending on what item the player currently owns? Please enlighten me if this system is feasible.
The player is given a choice to pick up a spoon or a fork in the beginning of the game.The player is later faced with a soup crisis. If the player has previously picked up a spoon, the soup can be consumed. Otherwise, the soup is left well alone.
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Dec 9, 2010
So you start off with all of the items in the inventory. You do not have to collect them.I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.[code]I thought this. called on every movieclip of the Rebound class?So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Dec 9, 2010
So you start off with all of the items in the inventory. You do not have to collect them.
I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.
What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)
it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.
but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.
here's the class
Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
[Code]....
I thought this. called on every movieclip of the Rebound class?
So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Dec 6, 2010
I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class.What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP)it goes to frame 2 of its movieclip and making a variable I made up called isSelected = true.but when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.[code] if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead.
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Nov 8, 2011
I know this might sound odd, but if I wanted to create an app using Flash for my iPad, but just for me,not for distribution, do I still have to have an Apple Developer license?
I just want to create an in-house app for pricing and inventory. It's a unique business, so selling it isn't even an issue, but I don't want to have to spend another $99 just to try it out and see if this would be something we'd use long-term.So, can I make an iPad app just for myself without anything extra?
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Jan 18, 2012
I'm trying to implement an inventory functionality into my program, i.e. equipping and taking items off a player character. I have created a superclass named 'Item' which I would like another two classes to inherit from. Those would be 'Weapon' and 'Armor' classes. The superclass 'Item' contains at this moment a list of variables that can describe any item, e.g. name, slot, armor, damage, durability. No methods have yet been added. My question is: if my superclass holds all the properties of an item, how exactly would those properties be inhertied by the other two classes? Is it even a good idea? My initial thought was to create a motherclass to hold all the variables and later methods, you could name it a 'variable pool', wherefrom each one could be used by other classes, but it makes me wonder if's going to be of any use. If you don't mind, would you create for me two short code snippets to show me how a superclass can cooperate with its subclasses?
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Dec 9, 2010
So you start off with all of the items in the inventory. You do not have to collect them. I have 8 MovieClips on the stage each with a different instance name. I made a class called Rebound and linked all the inventory MoivieClips to the Rebound class as the base class. they each have their own unique class. What I'm trying to do is select one of them. when you release the mouse off the movie clip (MOUSE_UP). It goes to frame 2 of its movieclip and making a variable I made up called isSelected = true. But when you click another item in the inventory I want it to deselect the item you clicked first so it goes back to frame 1 and isSelected = false. The problem I'm having is that it selects the first item when you click it. But when I click another the first stays on frame 1 and isSelected stays true. So if I click all 8 in a row they all become selected.
Here's the class
Code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Rebound extends MovieClip {
public var isSelected:Boolean;
public function Rebound():void {
this.addEventListener(MouseEvent.MOUSE_UP, starting);
[Code] .....
I thought this. called on every movieclip of the Rebound class? So instead of this. if there is something that can choose all of the movieclips that belong to the Rebound class I think I could use that instead. If there is such thing.
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Mar 27, 2005
I'm having trouble getting a certain function in my inventory to work properly.
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Oct 10, 2005
Right now i have an inventory, but it is on the same page as the character and the map and stuff. I am trying to get it so when you pick up an item that it will go to a seperate frame or something. Like just an inventory page. And then I would need to know how to go back to the main screen from where you left off.
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Dec 13, 2007
I have a character that can move on two dimensions, and i've got coins and a money counter. I'd like to learn how to make random items go into an inventory.
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Mar 27, 2005
I'm having trouble getting a certain function in my inventory to work properly... here's what I have...
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Jun 10, 2009
I'm looking to create a new website with flash games, most of which need to be multiplayer.The games I had in mind are a battleship-type game, a pirate's dice game, and a texas holdem game.I'd also like to have a single player "wheel" that you can spin and win points off.I'd also like to have a points system where members wager their points over games.
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Dec 5, 2009
I am have a web site in Flex. And i want to add a few flash games in it.
I know [url]... has its games on facebook. Can I also add there games on my website?
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Mar 21, 2010
Background: I've been coding in VIM/C++/OpenGL for a long time.I've come to realize that this (VIM/C++/OpenGL) isn't the way to learn about programming fancy/cool-looking/futuristic UIs; and that the design of such UIs belongs more so in the artistic/designer world of Flash.
Anyway, I currently have a machine with MacOSX. What software should I install? What book should I read to learn about the artistic/design side of these futuristic UIs? [It's okay if the tools to design them are mouse clicking + graphical rather than coding based].
Question: what software packages + books to read to learn about creating fancy-looking / futuristic UIs in flash?
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Jan 22, 2012
On my venture for quick rendering within Flash, I've worked out that the only solution is to create sprite sheets on the fly. Sprite sheets are created from a MovieClip using BitmapData.draw().
I have a graphics manager class which has a method that accepts a MovieClip and an int. The MovieClip is the target to capture graphics from, and the int represents how many different angles the image can be rendered at within 360 degrees.
[Code]...
Any advice around this would be extremely helpful. Note: I have made sure to utilize BitmapData.dispose() within my own dispose() method defined by SpriteSheet to clear up RAM, I am more concerned about how much RAM I can use at one given time (all game assets that will render ready to be used).
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Jun 28, 2009
I am using the tutorial for the simple inventory system located here. I've got it working fine within my game I'm making. However, if the player uses an item in the middle (or, in fact, anywhere other than the end) of the inventory list, it leaves a gap where it once was. How would I go about making each of the found items in the inventory move back one slot upon the player using an item?
I've uploaded a sample of my current inventory system here. To understand what I mean, pick up all four items (in any order) and then "use" one of the first three items you picked up. You should see a gap has been left in the inventory. I want this gap to be filled in by the remaining items in the inventory once said item has been used.
I've been thinking about it and I think a method that may work would be to do a hit test for all of the slots every time an item is used (to check if any slots don't have any items overlapping them), and move all of the items that are positioned to the right of it left by 60 pixels (as each slot and item is 60x60). This could work in theory but I'm not sure if it's the best method, or how to actually do it. Does anyone know how I could achieve this? Or know of any better tutorials for inventory systems that include this feature already?
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May 21, 2010
I am learning flash, and to do so I'm writing a little adventure game. My current issue is with saving progress; namely, having the game remembering what was done on previous frames. I've experimented with Booleans, who work nicely for small stuff, but it's proving more difficult to save things like inventory items or partial actions taken.
Google pointed me towards SharedObject, which would save data regardless of frame, handy! It seems to have the side effect of remembering the data even when closed though, meaning I have to erase it before every test. So now I'm thinking of turning it into a proper save & load system, like in a real game. But now I'm left to wonder, is SharedObject really the best way for me to save progress made in individual rooms? It's really simple stuff like redKeyTaken = true or greenDooropen = false (wheres then the movieclips of redkey or greendoor jump to their correct frames) What would you guys recommend for keeping track of individual room(frame) status? Keep using SharedObject and just flush at every action, or is there a better way?
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Jun 10, 2009
What is the best program to make flash games?
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Aug 2, 2009
I am new to actionscript. I am following a tutorial on lynda. I am trying to learn how to create flash games. I am using flash cs4. The tutorial uses flash cs3 and and actionscript 3.0. I added a movie clip to my library and enabled export for actionscript. I got a dialog box that says "a definition for this class could not be found in the classpath, so one will automatically be generated in the swf file upon export." I click ok. Then when I try to test it, I get an error that says "call to possibly undefined method". What exactly am I doing wrong?
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Mar 21, 2010
I'm developing a Risk like game in flash and I want to use an AI I developed using Prolog language.How can I use the Prolog code in actionscript? do I have to translate it to anther language? is there any automatic way of doing this?
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Mar 4, 2011
I hope I am in the right forum with my question - I am playing at [URL}.. and there is a Flash Application for Live Games - Link "Live" at the website.
My problem is that I can't open the Flash games because I if I click at "Live" in the main navigation nothing happens!!!
Other flash applications at other websites I can't open or see without problems - I really don't know what the problem is.
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May 3, 2011
Is there any way to play flash games in a java application? I saw jflashplayer, but it is commercial.
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Jul 2, 2011
I have an idea to create a multiplayer online card game and I prefer to use flash, like yahoo chess(it is not a card game), zynga poker etc.
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Oct 20, 2011
I dont have any experiencie using this pattern when developing a game, except on a data driven website made mostly in Flex.The question is, are there any drawbacks of this pattern?, let say, performance for example?If anyone implemented a game using this framework.
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Mar 6, 2012
I am planning to create a flash game on my own.Is there an opensource tool for making flash games?
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Dec 9, 2005
I just wanted to know how people code buildings so that the character doesn't bump into them. I tried to do it, but somehow it didn't work. Attached is a sample FLA (Flash 8) explaining my problem. Just move the blue circle with the arrow keys and try to see what happens when you bump into the gray block.The code I have for the circle is:
Code:
onClipEvent (load) {
moveSpeed = 3;
[code].....
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