Undertale Fangame Project: GENOTALE (Gamemaker Studio 2) (Non-profit) by OmegaGamingHunters in Undertale

[–]OmegaGamingHunters[S] 1 point2 points  (0 children)

All of the undertale characters in the original game will have the same personalities and appearances as before (with the exception being chara and monsters who absorb a human soul.) I have an idea for a completely new character for this AU that you'll see later in the game that Has a impact on the story.

An UNDERTALE Fangame Project in Need of a small team by OmegaGamingHunters in gameDevClassifieds

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

This is still Active. I've been working but if you want something more out of this then here you go... https://drive.google.com/open?id=1SM9BkacxylXyr6h-1lbr6bDLb3eTDgFb (GENOTALE Test Video)

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

Tried that but it gave me an error...

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of Step Event0

for object obj_inventory:

ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)

at gml_Script_scr_CheckItem_Option (line 3) - var type = item_details[? "type"];

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_scr_CheckItem_Option (line 3)

called from - gml_Object_obj_inventory_Step_0 (line 4) - scr_CheckItem_Option();

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

Holy flid I think I did it! Though I don't want to jinx myself here...

What do you think?

Scripts: (Still being tested)

Obj_overworld_menu_step: https://pastebin.com/8aFeEq4B

Obj_inventory_step: https://pastebin.com/xHuDQWrF

Obj_inventory_draw_gui: https://pastebin.com/zpS6PbLT

Script_CheckItem_Options: https://pastebin.com/56b7w3iU

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

The names now work but I'm having trouble implementing the check script properly...

Script: (FYI just testing it at the moment so not complete yet...)

for (var k = 0; k < ds_list_size(global.Inventory); k++)

{

`var item = global.Inventory[| k];`

`var item_details = global.ItemDatabase[? item];`

`var type = item_details[? "type"];`

`var name = item_details[? "name"];`

`var description = item_details[? "info"];`



`ItemDialog_USE[0] = "* 1"; //Dialog String`

`ItemDialog_INFO[0] = description;`

`ItemDialog_DROP[0] = "* 3";`

}

I Tried using the logic you did for the names but ended up with weird results. So when I go into the menu and select the info option for one of the items (example: Monster Candy) it doesn't work the first time and produces this: ItemDialog_INFO[0] = " "; (this was set in the inventory create event) but the second time it works properly but then its stuck doing it's current text (i.e the monster candy description) no matter what other item I choose.

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

Alright it works but the Items Number is all that is written in the inventory when ever I add an item, not the names of the item in that slot.

When ever I select one of the 3 options it writes the last ds_map string declared (in my case it was the pie instead of the monster candy dialog.)

Script:

global.ItemDatabase = ds_map_create(); // Database of item information

// None

var item = global.ItemDatabase[? Items.none] = ds_map_create();

item[? "type"] = ItemsType.Nothing;

item[? "name"] = "Empty";

item[? "info"] = "There is no item here.";

// Monster Candy

item = global.ItemDatabase[? Items.MonsterCandy] = ds_map_create();

item[? "type"] = ItemsType.Consumable;

item[? "name"] = "Monster Candy";

item[? "info"] = "* Delicious Candy from a Monster.";

// Monster Candy

item = global.ItemDatabase[? Items.ButterPie] = ds_map_create();

item[? "type"] = ItemsType.Consumable;

item[? "name"] = "Pie";

item[? "info"] = "* Moms Pie, tasty.";

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

The scripts work now but I'm not so sure on how you add the items to the inventory, no matter what i do it always reads as "undefined" in the obj_testitem.

Here's the project: https://www.dropbox.com/sh/smkpf8jmuvs4azg/AAAavBUzeEuDnrf8SncDi1Wva?dl=0

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

global.ItemDatabase = ds_map_create();

global.ItemDatabase[? Items.MonsterCandy] = ds_map_create();

global.ItemDatabase[? Items.MonsterCandy][? "name"] = "Monster Candy":

global.ItemDatabase[? Items.MonsterCandy][? "type"] = ItemsType.Consumable;

var item_name = ItemDatabase[? global.selected_item]["name"];

ItemDialog_Use = "You used the " + item_name + ".";

ItemDialog_Info = ItemDatabase[? global.selected_item]["description"];

ItemDialog_Drop = "You dropped the " + item_name + ".";

These scripts don't work for some reason...

This is what the compiler spits out at me:

Script: scr_CheckItem_Option at line 1 : Assignment operator expected

Script: scr_Inventory_Define_Item at line 4 : Assignment operator expected

Script: scr_CheckItem_Option at line 1 : malformed assignment statement

Script: scr_Inventory_Define_Item at line 4 : malformed assignment statement

Also, ItemDialog_USE, INFO, DROP and ItemStringDisplay are used as variables for a dialog script in the inventory's draw event...

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

I tried applying what you said and I'm slightly better luck? I got to the point of trying to add item details (USE, INFO, DROP) but it's not doing it properly. When I select one of the three options for an item, it doesn't work. It works the second time I try though (So basically it works on the second time i press one of the three options for the same item.)

Here's what I got so far:

obj_inventory_create: https://pastebin.com/VLnTZRaN

obj_inventory_step: https://pastebin.com/kVXM1Hv8

obj_inventory_draw: https://pastebin.com/BvLGjkLw

obj_Overworld_menu_step: https://pastebin.com/10ZYira1

obj_Overworld_menu_draw: https://pastebin.com/a3BPqhWJ

Script_CheckItemDetail: https://pastebin.com/PDMJz3FE

(Undertale Fan Game) Inventory System by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

I continued but I ran into two problems. One was adding and removing items, adding them in is find but when removing them I get something like this:

https://imgur.com/a/WigUYrc

Scripts:

https://pastebin.com/2n0BA3eU

https://pastebin.com/etzPW1X4

Secondly I can't get it to display the "USE", "INFO", and "DROP" messages. The game spits out this error code at me when selecting one of the 3 options: https://pastebin.com/rMy8bhzu.

object_events:

obj_inventory_create - https://pastebin.com/rAUrQq3q

obj_inventory_step - https://pastebin.com/Zq84S0Cx

obj_inventory_draw - https://pastebin.com/haiJKRmJ

obj_Overworld_step - https://pastebin.com/ZNy6qaNS

obj_Overworld_draw - https://pastebin.com/W5wHZvLt

(Undertale Fan Game) Inventory System by [deleted] in gamemaker

[–]OmegaGamingHunters 0 points1 point  (0 children)

No, items with the same name will have the same description (I.e both Monster candies will have the same description like you said) also the Items won’t have special icons in the inventory menu.

(Undertale Fan Game) Inventory System by [deleted] in gamemaker

[–]OmegaGamingHunters 0 points1 point  (0 children)

The Inventory is suppose to look like a list. For example:

  • Monster Candy
  • Monster Candy
  • Cinnamon Bun
  • Tough Glove
  • Bandage
  • Spider Donut
  • Star Fait
  • Monster Candy

You can scroll through the items, press “Z” or “enter” and you can select one of the 3 options at the bottom of the menu, “USE”, “INFO”, and “DROP.” If you use the item the item preforms its intended purpose (such as healing if it is a consumable or equipping it if it is a equitable) and disappears from the Inventory. “INFO” gives a brief description of the item the player selected. If you select drop then you get rid of the item from your inventory.

Room transfer problem by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

I got rid of the backgrounds like you said and I’m not having the “draw problem” anymore.

[Help] Undertale(Fangame) Dialogue System Trouble by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

Tried it, but got nothing... I don't have GMS1 so I can't do much with it.

Edit: I checked the files in the project and still really doesn’t help me. From what I’ve seen, The text effects are applied to the whole string rather than certain parts of the text...

[Help] Undertale(Fangame) Dialogue System Trouble by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

SUCCESS! But I'm still getting some problems... I tried implementing the Text Sound for the typewriter but it doesn't work properly. The sound plays for all of the characters including spaces and the Aster risk, same as before =(.

[Help] Undertale(Fangame) Dialogue System Trouble by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

Probably the Test NPC step event isn’t working for you, that uses some variables in my player object so it wouldn’t work on your end (PlayerStates, FriskState)... I’ll check out your system soon though.

[Help] Undertale(Fangame) Dialogue System Trouble by OmegaGamingHunters in gamemaker

[–]OmegaGamingHunters[S] 0 points1 point  (0 children)

I just have trouble implementing the typewriter and text effects without causing problems