Remember that long-winded topic I made about what kind of menu I wanted to make? No? Well, I had to make one by myself anyway. I'm wondering how anyone else would've done it. Is the way I've tackled it okay?
Furthermore, I'm wondering if anyone can explain why my animation sometimes glitches up. I have no idea why sometimes while jumping, the character will revert to walking animation, and sometimes, while messing around, there can be standing animation while walking. And the frames seem glitchy in the first place, like it's not really playing smoothly. I have no idea.
About that menu, before I try tackling "Items" and "Abilities"... if you try the .cap, you'll see how I have all the menu selection done via variables and using text as the physical placeholders. I'm going to use text for the exact same thing for "Items", and have a certain number of preset places for that. Like, for example, two seperate strings of blank text, representing two item slots that are empty.
But I have no idea how to get the game to remember a certain order of items acquired. Let's say for example, I DID have two blank strings of text as physical placeholders for items... and the player picks up "Potion"... How can I have it so that the FIRST text placeholder says "Potion", while having the SECOND placeholder text say "Antidote" or something if "Antidode" is picked up afterwards? Or vice versa, depending on item acquisition? How can I have the game not only display the text placeholders properly, but also FUNCTION properly? I'm guessing using Global Variables in some tricky manner or something... (As a side note, can item re-arranging be possible? Like, say if the player wishes to organize the items, or have them auto-organized? Probably getting even more complicated going that route...)
That's all I had to ask really. "Why are my animations screwing up?" "How can I go about adding a typical RPG-ish item menu?" and "How would you have done this sort of menu, or is it okay as is?"
P.S. I just thought... What if you have a Global Variable for "Potion", whose default variable is 0... and an "Item" Global Variable whose default variable is 0... Player picks up "Potion" item... "Potion" Global Variable is added by 1... to represent how many... and "Item" Global Variable is added by 1... Telling the game... "Make the Item 1 slot text say 'Potion'." But then, you'd have to specify to the game... "If 'Potion' greater than 1, AND 'Item' equal 1... Make the Item 1 slot text say 'Potion'." and so on for all the other items and quainities thereof...
Z = run/cancel, X = jump/confirm. Very NES-ish by design.
Warning: Trying to change to Full Screen or Window will make it crash, since apparently, so far, Construct cannot allow for resolution changes with Modal Layouts.
Also, upon further testing for customization, wanting the ability to change the window and border color seperately, you can change the color of the menu with Q. W, E, A, S, and D keys, With QWE raising the RGB values, and ASD lowering the RGB values.
EDIT: Oh gosh damnit, right after making this post, I go browsing at my leisure, and almost immediately find this:
That movement with the scrolling and objects is EXACTLY the kind of thing I was going for with the cursor movement and menu selection pop-up in my .cap right there. I wonder if I should try re-wiring the thole thing so that the text and cursor move with sin movement or something... It'd likely be over my head or something though... And maybe unessecary, but I dunno. I'll wait and see what others might have to suggest.