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Need help running the game? The shareware version includes two card games: 52 Pickup and Crazy 8s. Both play decently enough, and thankfully there is a bit more strategy to 52 Pickup than the version my dad had me play back in the day! In any case, the other four games are only available upon registration, which is unfortunately no longer possible.
You may want to also check out other card games on DOSGames. DIZ: What is this? CoffeeBreak Card Games v2. Includes the popular Crazy'8s and the original Pickup. Beat the highscore as fashion victim! Welcome to the world's largest Run your very own flourishing beauty shop! Keep your customers happy by satisfying their wishes as fast as Cute dressing game!
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Game can be played Are your putt-putt skills on par? Should your name be on the ball of fame with your excellent aiming skills? Pass the ball to your teammates and score amazing goals! Before getting stuck in, we recommend that you take a moment to look through the project as it already contains some objects and some code to make your life easier. You'll see we have an inventory object and an item object. The inventory has some basic code to track the currently selected "slot" and to draw itself to the screen, while the item object simply selects a sprite to display from a selection of possible item sprites.
If you run the project you can use the mouse-wheel up or down to change the currently selected inventory slot, but not do much else So, let's fix that and create an actual working inventory! NOTE : The graphics used in the demo project are courtesy of Kenny Assets , and we highly recommend checking out their stuff as it's great for rapid prototyping and getting started making projects in GameMaker! To manage our inventory we're going to be using arrays.
An array is really just a way of making a single variable hold more than one value, and they are incredibly useful when programming as they permit you to easily store large amounts of data using a single "source" variable, and also permit you to easily iterate over that data using a loop.
NOTE : For more information on arrays and how they work, please see the manual. For our inventory, we'll be using a 2 dimensional array. What this means is that we'll have our base array - that corresponds to each of the item slots in our inventory - as our first dimension and then each "slot" of that array will itself contain another array as the second dimension.
This second array which will correspond to the information about the item being stored. Below you can see a schematic image of how this is going to work:. So, for example, say we want to get the amount of items in the inventory slot 3. We would access the array using the following syntax:.
Array slots are always counted from 0, so slot 3 in the inventory is slot 2 of the array, and it holds another array where its slot 2 is the amount of items being stored. Don't worry if this seems a little confusing as I'm sure it'll become clearer as we put it into practice! In fact, the next thing we need to discuss is an ideal way to make working with arrays a lot easier, and that's to use macros.
In GameMaker Studio 2 a macro is a type of constant that is created with a value when the game is first run, and the value it is given never changes and cannot be changed in the game. This means that once you assign a value to a macro, it can be used everywhere in your code and you'll know that it will always be the same, no matter what. Why is this useful to us? Well, it means that we can essentially assign names to the different slots in an array, which in turn means you don't have to remember which number corresponds to which value in the array, as you simply use the predefined macro.
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