QUOTE (ffomega @ Dec 4 2011, 04:47 AM)
S_R: This was what I came up with: I'm kinda new to photoshop (using CS5) and would love some suggestions
Quest Status menu:
They look pretty awesome. But if you ask for my advice, I could like to say that, I, as someone who had experience with game-development, I think that your screens have way too many slots for a decent in size, Zelda game. Too many slots in your screens, will end up being pretty diffucult to fullfill (unless you plan to create a really BIG game, with over 15+ dungeons, which can be very tedious progress and time consuming).
My experience says that when we start a new game, we begin our menus with a realistically reduced amount of slots, and as the story of the game builds up, we enrich it and add more slots to the menus, for the needs of the game.
QUOTE (HakemenWK @ Dec 4 2011, 02:53 PM)
Hi Silent, I work on a project and I use PZE, but in the Beta 3, I thought that was a multi-menu (Inventory Equipment Quest Map...) but it is not the case.
Then, I would like to know how to have this systeme of menu!
I've tryed a lot of thing, but it doesn't work
Can you tell me the code or how to do it please?
I can't wait to the patch #4
(Bad english, sorry)
Welcome, HakemenWK! It is very difficult to set a multi-screen inventory in Update Patch 3, because of the whole way it was designed to work - it was built up via eventing, and the eventing is not a good way for making good and multi-screen inventory for your game. Even if you sucessfully make one, it will suffer many issues and limitations. That is why I haven't done that myself.
That is why our team converted
all the event-made menus and mechanisms into scripts everyone is easy to configure and modify to add as many screens in his inventory he wants! In Update Patch 4, not only you get multiple screens for your menus, but also they have no bugs and are absolutely functioning with navigation buttons that let you navigate between the menus with ease and quickly. And there had to be a Update Patch 4, as the UP3 is far from being considered as a final version of PZE.
The good with you is that the UP3's maps, graphics, audio, story, events, etc, can be imported / copied to UP4, and so, working on UP3 is not a waste of time as you are waiting for the release of UP4!
Again, sorry for being unable to provide you with help on making multi-screen events in pre-UP4 versions. The Project Zelda Engine, unfortunately, was not in its full capacity and our team just came to correct this.