Question about simulation elements (buying items, buying and wearing clothes)

  • #1, by tavaysia-andrewsTuesday, 20. August, 22:47 A month ago
    Hello I'm new and wondering how I'd go about implementing buyable items, money earning, and buyable/wearable clothes for the character?

    I'm more of an artist and really not familiar with programming. 

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  • #2, by AFRLmeTuesday, 20. August, 22:54 A month ago
    You can use values to store money/values/stock as you can set/increase/decrease the values.

    The clothes part would be a bit of an issue unless you used sprite part animations as you would need to redo every single animation with each outfit/clothing combination.

    Anyway, you are talking about money earned in-game via actions performed in the game & not actual real world money?

    What sort of game are you looking to make?

    Imperator

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  • #3, by tavaysia-andrewsWednesday, 21. August, 01:03 3 weeks ago
    Thank you! and Would I be able to have a displayable that also shows the state of those values to the player?

    I was looking into spine and thinking it might be good to use for sprite animations but it's kind of pricey, but if I used spine or some sort of similar software would I be able to implement clothing change and buying clothes as a feature?

    Also yes I do mean money earned through in game interactions. 

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  • #4, by AFRLmeWednesday, 21. August, 04:22 3 weeks ago
    Yes, it's possible to display the values as text or even as images with a bit of scripting/messing around.

    You would need to use Spine if you want to actually export & import spine models into Visionaire, but alternatively you could use Dragonbones which is the same as Spine, but 100% free to create & export png frame sequences that you can import into Visionaire as regular animations - however if you do that, you still have to take into consideration the amount of work you will need to put in & game optimization.

    Are you planning on making a traditional third person point & click adventure game or something more along the lines of a visual novel/simulation that doesn't have many animations?

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  • #5, by tavaysia-andrewsWednesday, 21. August, 06:02 3 weeks ago
    Is there a guide in the documentation? 

    Also it’s going to be a mixture of both, I’m probably going to be doing lots of animation. 

    I’m assuming that having a day/night or season cycle would also be created with values?

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  • #6, by AFRLmeWednesday, 21. August, 13:51 3 weeks ago
    Aye, almost any events/states you want to create will rely on values or conditions in some way or other.

    Simplest method for displaying values is by including them inside of a display text/display object text. Check the 2nd example on this page.

    Day/night/season cycle is more complicated & will depend on how you intend to go about achieving it. One VS user has used shaders to affect their scenes colors to simulate day/night. Alternatively you can go the traditional route & draw/paint different instances of each scene to cover day/night/seasons. You can use the particle system to add in fog, clouds, rain, snow, falling leaves, etc.

    I'm not going to go into how to sort any of it out, just informing you what's possible.

    Imperator

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  • #7, by tavaysia-andrewsWednesday, 21. August, 21:11 3 weeks ago
    Thankyou! 


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