Inventory items and gold can now be saved!
I also realized when I shuffled back into WPF to work on a Shop Editor, that I had already done so at some point in the past! I also added the Item Editor to my commit history, so it won't be a tragedy in the event of me messing something up bad.
I think I'll be working on shops for now.
Showing posts with label editor. Show all posts
Showing posts with label editor. Show all posts
Tuesday, December 18, 2018
Thursday, June 7, 2018
Started to try Crafting
I made the mango tree bigger - it was too tiny.
I also figured out why the marker is offset - because I made it offset on the y-axis. Haha. Because if it's not it sinks into the floor. I'll try to think of other solutions, but for now I will leave it be.
Here is dragging items around working! You can now drag items to wherever you want and they'll stay there, even to different tabs:
And I have started to work on how I will do crafting. I've tacked an additional menu onto the Item Editor for "Crafting Stations," where I will add all the crafting stations and what items you can craft there. It's pretty rudimentary right now. I'm not a pro at WPF, so I just mess around until I get something good enough to work. And it works. It exports an XML file of crafting stations, their IDs, and what they can craft.
I also figured out why the marker is offset - because I made it offset on the y-axis. Haha. Because if it's not it sinks into the floor. I'll try to think of other solutions, but for now I will leave it be.
Here is dragging items around working! You can now drag items to wherever you want and they'll stay there, even to different tabs:
And I have started to work on how I will do crafting. I've tacked an additional menu onto the Item Editor for "Crafting Stations," where I will add all the crafting stations and what items you can craft there. It's pretty rudimentary right now. I'm not a pro at WPF, so I just mess around until I get something good enough to work. And it works. It exports an XML file of crafting stations, their IDs, and what they can craft.
Wednesday, May 9, 2018
Minor tweaks for various things
I did a bunch of fairly uneventful things. They're actually pretty cool... to me. But nothing worth a screenshot.
I fixed the movement target reticle so that if you drag your mouse it'll drag with it. And it used to pop up an additional time after you'd already have reached your desired location. It doesn't do that anymore.
The I had a bit of script in the player movement that determined if your player was stuck behind something and so you can't get to your desired location and it would stop moving. But it worked off of how long it had taken you to get to a place. So you could be walking for a very far distance and it would consider you stuck because you hadn't reached your destination yet. It was a fairly easy fix, I just added a velocity check. Now it works well regardless of how far you're walking.
Last but not least, I did get the items XML in the game! This is very exciting. It was weird, since you have to work with the Item Editor and some .dll file in conjunction with Unity. But I got it in, and then changed all the items in Unity to reference the item XML item ID and it's working well! I also harnessed the power of enums for the wearable items slots, which makes it so much better than using an array of booleans for each wearable item slot, when I get to wearable items eventually.
I fixed the movement target reticle so that if you drag your mouse it'll drag with it. And it used to pop up an additional time after you'd already have reached your desired location. It doesn't do that anymore.
The I had a bit of script in the player movement that determined if your player was stuck behind something and so you can't get to your desired location and it would stop moving. But it worked off of how long it had taken you to get to a place. So you could be walking for a very far distance and it would consider you stuck because you hadn't reached your destination yet. It was a fairly easy fix, I just added a velocity check. Now it works well regardless of how far you're walking.
Last but not least, I did get the items XML in the game! This is very exciting. It was weird, since you have to work with the Item Editor and some .dll file in conjunction with Unity. But I got it in, and then changed all the items in Unity to reference the item XML item ID and it's working well! I also harnessed the power of enums for the wearable items slots, which makes it so much better than using an array of booleans for each wearable item slot, when I get to wearable items eventually.
Thursday, August 10, 2017
Item Editor
Haven't been working on any fun art or visual stuff lately. But I am learning how to use WPF to create an item editor.
It was pretty interesting setting this up. It doesn't look super great, but it gets the job done.
The next hard part for me will be to actually sync up the XML file generated by my item editor into Unity. Fingers crossed that it isn't too difficult.
What I want to accomplish:
It was pretty interesting setting this up. It doesn't look super great, but it gets the job done.
The next hard part for me will be to actually sync up the XML file generated by my item editor into Unity. Fingers crossed that it isn't too difficult.
What I want to accomplish:
- Get my items.xml working in Unity
- Get a working scene/game manager
- Create Stella Portabella's cottage interior
- Create one simple mini-game
- And lastly, once I complete all those tasks, maybe work on some networking. Dun dun dun
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