The pace, concise information and visual aids to ensure everything is understood are TRULY appreciated. Following along has been a breeze which makes me want to commit more time to learning. Appreciated 😁
cool! the code pile is just getting bigger and bigger. some limitations you should know that I found out later, if the events sheet gets too big gdevelop won't be able to load it anymore and you cant use it if you have a wooden PC workaround is to make multiple external events then linking them in you main scene to prevent breaking the engine
I am making a crafting game and in my scenes i want to remove this many objects from inventory and add create the new object. And i also want to transfer this exact inventory to my other scene. If you can tell me how to do it, it would be a great help to finish my game. Btw this part and the previous part was really helpful you just earned a new subscriber. Thank you 😊😊
Hey there Sayan! Remember in the first video when we were working with stackable items by using the ItemCount variable? You would want to work with that variable. In your crafting system you would request a certain amount - Compare if you have more than that amount and if you do remove that amount and create the craftable item. Then you will run checks to see if your inventory needs to be updated, if you used all of the item, then the invSlot would need to be set to empty and the item destroyed - if you didn't use all of them, update the itemCount and the text. As far as transferring between scenes, that is what I am working on next. Not sure the best way to do it yet.
request for a future video. multiple player abilities, like pressing 1,2,3 or left and right mouse buttons fires off a different effect. or using the scroll wheel to move through player abilities and firing that ability selected.
Love your videos, I'm trying to expand on your inventory system to make it work with stackable objects, currently it's letting me move the objects around but the item counter stays in it's location. Assuming I need to create links between the Items and the item counter for it to work?
Hey PN! You should be able to link the Text Object to the ItemStackable. Then each time you have a successful ItemStackable move you move the Text Object to the Inventory Slot Nearest the item. It might be easier though, to rework the system a little and just give every inventory slot a text object that starts with value 0 + code that says if text = 0 hide | if text does NOT = 0 show Then for each text object get nearest invSlot | If its Full (AKA an item is there) get nearest Item ItemCount variable
Hello! The format of the training video is amazing, everything is as intelligible and understandable as possible, the quality level is high :) for everyone, but not for me, I’m a beginner and I’ve already spent almost 3 days discovering the problem when you move an item to any other slot, then the previous slot still contains this item (visible in the debugger). I know that many will want to throw a stone at me, because I probably made some mistake. If it’s not difficult for you, please tell me what the problem is likely to be?
No worries, it's a very complex mechanic for a beginner - lot's of areas for a tiny mistake to break something. I can't help you without seeing your Event Sheet and Discord is the easiest route: Swing on by and show me what you have for your ItemMovement: discord.gg/yNw3jGqA
Fun fact, just found that as of september 2024, you can give a variable to all members of a group from the event sheet. Just have a condition to edit a variable, put in the "group" name you want to edit instead of the object, then edit variables, and create the new variable. It will then give that to any object that is a member of that group at that time. This wont automatically add the variable to any new group members, but if you have all the objects you want to had, then your set. Keep in mind that you can duplicate other objects in the group to keep the variables.
can you show me how to do claim reward for once a month and time start countdown from right after the claim button is clicked? i stuck here for almost a month. thanks in advance. Fc from thailand🙏🙏
Hey Noharasosachi520! I have a video for daily resets, you should be able to take this concept and expand the wait time for it! Feel free to let me know how it goes! ua-cam.com/video/C60MfGt6keg/v-deo.htmlsi=mgox9e02ZggGcu0Z
wow🥰 i finally past this part out. thanks to you. and is it posible to show the countdown time in defferent scene. hope you can help. thanks in advance🥰🙏
Are you capable in GDevolop to create enemies AI maybe with state machine, and same enemy for example more than one do same thing?? BC I can make an AI if the enemy is just one , but if I use same enemy 2 or more copies, not all do same things , and I must every time duplicate all the events in a group and just change one variable but i don't want this, I want that all same Sprite of an enemies do same thing, I hope you understand
Gdevelop is honestly capable of just about anything. Since you have no problems with a single enemy, it sounds like your particular issues are coming with linking your correct Object's instance of an enemy with the current action that is happening. You need a way (generally in your condition) to pick your specific instance - before making changes. This way you can use a for each Enemy - Then further the condition with if (specific) enemy is ... Then do ... That way you look at each enemy - then if one of any of the enemies meets that specific second condition, you will have your specific enemy chosen to apply an action to (such as setting a variable value).
Hmmm... I guess they would auto equip? You would need 6 points around your character. You can add them to your character Object using Edit Points. Something like Equip1, Equip2 ... Equip6. Then as you collect weapons you would need to set them to a slot that is open. Whatever equipment is set to slot 1 would be Stickered to your character point("Equip1") ... and so on and so fourth
@@Winstreak1 hi winstreak, thanks for help. In your first video in making inventory, at Dropping section, the sub event: "Pick ItemCount .. - Delete ItemCount" doesnt work for me. It still same behavior as before you add this sub event. What should I do? And I want to display two same inventory, ex: One pause menu and one in Shop menu, these two same to unpaused game inventory. What event should work for these idea?
@@bearfather54 There are far too many reasons why this may not work correctly, I'll have to be able to see your Events. You can share screen shots on my Discord: discord.gg/Kt5svWfkTR
Hey win streak, Don't know how busy you are or when you will see this message, I followed your tutorials and they are amazing, I was able to understand why you did what you did( can say first try tho), I been running to issues when I try to implement my own ajuste to it, thats 100% my fault and because I am new, I like to ask you if can to demonstrate how you would implement crafting to this system the way I did Idk how to check for the number of items required
Hey Garfgar! I do plan on tackling some form of crafting system for this tutorial series but I am working on a Save/Load and Scene change series first. Sadly, I have been extra busy at work so my UA-cam time has been lacking.
You can definitely go that route it is purely preference. You will probably have to build an extra level of click protection in your events though, because an invisible object is still interactable.
I have a job for you Winstreak! Can you please make a building system? Think 2 dimensional Sims. Atleast a simplified version like walls, floors furniture placement, this could be use for both life sims but also to builda base in your rpg game etc. It be intrested to know how to code that certain objects can only be placed on certain areas like paintings for example can only be placed on walls no where else how does onecode such a thing? and flowers can only be placed on tables etc.
It sounds fun, but I am too far behind to be picking up any new jobs ATM. In order to lock objects down to being placed only on certain other objects you would create Groups. You could have a group for all tables and a group for all objects that can go onto tables. Then build some drag and drop logic, that checks what the collision is when you release, and if it isn't overlapping something the group allows, cancel the interaction.
@@Winstreak1sir i got lost track of your tutorial and messed up my inv code :( if i moved an item to an empty slot, the empty slot become full somehow.. can you like make inv template project so i can inspect even further through the codes? it's not because i didn't listen to your explanation but it's because my english is bad, i don't understand some of the explanation because of this please help me 😭🙏 it's now 5:39 in the morning and i still couldn't figure it out
yoo i got it finally, just need to add the equipment slot and its code. there is a bug in the code, if you drag two items and put them away from the inv slot, it will share the same slot
Could anybody help me please? I follow the same thing like what he does and everything working great. But I got a problem when I drag object out of the equipment slot, the equipment slot is not change the full variable to false instead it change the full variable of inventory slot to false. That mean I can put multiple object on the same inventory slot. Pease help me...
Hey PlantVsZiebom - Since release of the video I have found 2 different bugs for the Inventory when moving items out of equipped. I made a community post to help you and others with these issues: ua-cam.com/users/postUgkxhXb5whoUDi-whvvmRA9I5D0Y6NbcJrnD
There are a few bugs that slipped through, check out this Community Post for more info: ua-cam.com/users/postUgkxhXb5whoUDi-whvvmRA9I5D0Y6NbcJrnD
The pace, concise information and visual aids to ensure everything is understood are TRULY appreciated. Following along has been a breeze which makes me want to commit more time to learning. Appreciated 😁
Do it!! Make a game and let me play it, that is my goal!
Legendary. Thank you X100. Stay Epic, Stay Awesome
My Pleasure, happy to help! :D
Thank you so much! Been waiting for part 2. Thanks for the hard work and patience!
You are welcome. Wish I could get the videos out quicker!
Cant wait for part 3 😊
another great video! as always.
For you, Always!!
You Just coming with all I need at the right time
I do what I can!
Thanks a lot@@Winstreak1
absoulte blessing 🙏 great video
Thanks Scott!
Thank you so much
You are very welcome!! :)
cool! the code pile is just getting bigger and bigger.
some limitations you should know that I found out later, if the events sheet gets too big gdevelop won't be able to load it anymore and you cant use it if you have a wooden PC
workaround is to make multiple external events then linking them in you main scene to prevent breaking the engine
Interesting, never experienced anything like that yet. Wonder if you can reduce the lag with functions as well?
I am making a crafting game and in my scenes i want to remove this many objects from inventory and add create the new object. And i also want to transfer this exact inventory to my other scene. If you can tell me how to do it, it would be a great help to finish my game. Btw this part and the previous part was really helpful you just earned a new subscriber. Thank you 😊😊
Hey there Sayan!
Remember in the first video when we were working with stackable items by using the ItemCount variable? You would want to work with that variable.
In your crafting system you would request a certain amount - Compare if you have more than that amount and if you do remove that amount and create the craftable item. Then you will run checks to see if your inventory needs to be updated, if you used all of the item, then the invSlot would need to be set to empty and the item destroyed - if you didn't use all of them, update the itemCount and the text.
As far as transferring between scenes, that is what I am working on next. Not sure the best way to do it yet.
@@Winstreak1 Ok thank you, this will help. Until the next part I complete all my other projects😁
request for a future video. multiple player abilities, like pressing 1,2,3 or left and right mouse buttons fires off a different effect. or using the scroll wheel to move through player abilities and firing that ability selected.
I am playing around with a chain lightning effect - I might be able to slip that into one of the future Inventory videos! :1Up:
Love your videos, I'm trying to expand on your inventory system to make it work with stackable objects, currently it's letting me move the objects around but the item counter stays in it's location. Assuming I need to create links between the Items and the item counter for it to work?
Hey PN!
You should be able to link the Text Object to the ItemStackable. Then each time you have a successful ItemStackable move you move the Text Object to the Inventory Slot Nearest the item.
It might be easier though, to rework the system a little and just give every inventory slot a text object that starts with value 0 + code that says if text = 0 hide | if text does NOT = 0 show
Then for each text object get nearest invSlot | If its Full (AKA an item is there) get nearest Item ItemCount variable
i type this comment so youtube will share your vid
I like your spirit!!
Hello! The format of the training video is amazing, everything is as intelligible and understandable as possible, the quality level is high :) for everyone, but not for me, I’m a beginner and I’ve already spent almost 3 days discovering the problem when you move an item to any other slot, then the previous slot still contains this item (visible in the debugger). I know that many will want to throw a stone at me, because I probably made some mistake. If it’s not difficult for you, please tell me what the problem is likely to be?
No worries, it's a very complex mechanic for a beginner - lot's of areas for a tiny mistake to break something.
I can't help you without seeing your Event Sheet and Discord is the easiest route: Swing on by and show me what you have for your ItemMovement:
discord.gg/yNw3jGqA
Fun fact, just found that as of september 2024, you can give a variable to all members of a group from the event sheet. Just have a condition to edit a variable, put in the "group" name you want to edit instead of the object, then edit variables, and create the new variable. It will then give that to any object that is a member of that group at that time. This wont automatically add the variable to any new group members, but if you have all the objects you want to had, then your set. Keep in mind that you can duplicate other objects in the group to keep the variables.
This sounds great! - it is always super annoying to add a new variable once you have a large group
5:08 - [turning the variable option to "string" ] the string option wont pop up for me
It is now called 'Text'
Amazing video bro
Thank you, I am glad you enjoyed it!
can you show me how to do claim reward for once a month and time start countdown from right after the claim button is clicked? i stuck here for almost a month. thanks in advance.
Fc from thailand🙏🙏
Hey Noharasosachi520!
I have a video for daily resets, you should be able to take this concept and expand the wait time for it! Feel free to let me know how it goes!
ua-cam.com/video/C60MfGt6keg/v-deo.htmlsi=mgox9e02ZggGcu0Z
@@Winstreak1 Thank you so much🥰
wow🥰 i finally past this part out. thanks to you. and is it posible to show the countdown time in defferent scene. hope you can help. thanks in advance🥰🙏
Hope gain success
I wonder if I could implement this into my Mario game.. lol
Haha, you totally can!
can you make a vid on ability trees and level ups
These are both mechanics I tend to hit at some point!
Are you capable in GDevolop to create enemies AI maybe with state machine, and same enemy for example more than one do same thing?? BC I can make an AI if the enemy is just one , but if I use same enemy 2 or more copies, not all do same things , and I must every time duplicate all the events in a group and just change one variable but i don't want this, I want that all same Sprite of an enemies do same thing, I hope you understand
Gdevelop is honestly capable of just about anything.
Since you have no problems with a single enemy, it sounds like your particular issues are coming with linking your correct Object's instance of an enemy with the current action that is happening.
You need a way (generally in your condition) to pick your specific instance - before making changes. This way you can use a for each Enemy - Then further the condition with if (specific) enemy is ... Then do ...
That way you look at each enemy - then if one of any of the enemies meets that specific second condition, you will have your specific enemy chosen to apply an action to (such as setting a variable value).
Hello, when I pick multi weapons, I want them to show around the character like Brotato. What should I do?
Hmmm...
I guess they would auto equip?
You would need 6 points around your character. You can add them to your character Object using Edit Points. Something like Equip1, Equip2 ... Equip6. Then as you collect weapons you would need to set them to a slot that is open. Whatever equipment is set to slot 1 would be Stickered to your character point("Equip1") ... and so on and so fourth
@@Winstreak1 hi winstreak, thanks for help. In your first video in making inventory, at Dropping section, the sub event: "Pick ItemCount .. - Delete ItemCount" doesnt work for me. It still same behavior as before you add this sub event. What should I do? And I want to display two same inventory, ex: One pause menu and one in Shop menu, these two same to unpaused game inventory. What event should work for these idea?
@@bearfather54 There are far too many reasons why this may not work correctly, I'll have to be able to see your Events. You can share screen shots on my Discord: discord.gg/Kt5svWfkTR
Hey win streak, Don't know how busy you are or when you will see this message, I followed your tutorials and they are amazing, I was able to understand why you did what you did( can say first try tho), I been running to issues when I try to implement my own ajuste to it, thats 100% my fault and because I am new, I like to ask you if can to demonstrate how you would implement crafting to this system the way I did Idk how to check for the number of items required
Hey Garfgar!
I do plan on tackling some form of crafting system for this tutorial series but I am working on a Save/Load and Scene change series first.
Sadly, I have been extra busy at work so my UA-cam time has been lacking.
@@Winstreak1 don't even worry about it, take as long as you need we already bless you took your time to do this 🙏
I think it would be easier to change the opacity of the UI instead of moving it off the screen. But this is just a theory/opinion.
You can definitely go that route it is purely preference. You will probably have to build an extra level of click protection in your events though, because an invisible object is still interactable.
Hmm
Not quite what I wanted but thanks for the idea
I needed a craftable storage, i can craft more storage like iin minecraft I can make chests
Could you make a crafting vid I rilly need it but it's your choice thanks tho
It is something I planned on making as part of this Inventory series - but the content is coming slowly at the moment!
I have a job for you Winstreak! Can you please make a building system? Think 2 dimensional Sims. Atleast a simplified version like walls, floors furniture placement, this could be use for both life sims but also to builda base in your rpg game etc. It be intrested to know how to code that certain objects can only be placed on certain areas like paintings for example can only be placed on walls no where else how does onecode such a thing? and flowers can only be placed on tables etc.
It sounds fun, but I am too far behind to be picking up any new jobs ATM.
In order to lock objects down to being placed only on certain other objects you would create Groups. You could have a group for all tables and a group for all objects that can go onto tables. Then build some drag and drop logic, that checks what the collision is when you release, and if it isn't overlapping something the group allows, cancel the interaction.
this is too hard... this gonna take like probably 3 hours for me... wish me luck, btw great vids, keep it up sir
There are A LOT of moving parts for inventory systems.
You can do it!!!
@@Winstreak1sir i got lost track of your tutorial and messed up my inv code :(
if i moved an item to an empty slot, the empty slot become full somehow..
can you like make inv template project so i can inspect even further through the codes?
it's not because i didn't listen to your explanation but it's because my english is bad, i don't understand some of the explanation because of this
please help me 😭🙏 it's now 5:39 in the morning and i still couldn't figure it out
yoo i got it finally, just need to add the equipment slot and its code.
there is a bug in the code, if you drag two items and put them away from the inv slot, it will share the same slot
i think i can fix it
apparently it's not always occurs idk why xD but i want to prevent it even further
Could anybody help me please? I follow the same thing like what he does and everything working great. But I got a problem when I drag object out of the equipment slot, the equipment slot is not change the full variable to false instead it change the full variable of inventory slot to false. That mean I can put multiple object on the same inventory slot. Pease help me...
Hey PlantVsZiebom -
Since release of the video I have found 2 different bugs for the Inventory when moving items out of equipped. I made a community post to help you and others with these issues:
ua-cam.com/users/postUgkxhXb5whoUDi-whvvmRA9I5D0Y6NbcJrnD
hey, hey
P r o m o s m
Thanks! Always appreciate a good Spam message!