Quick disclaimer: At around 0:26 I create a loop through all the descendants in the workspace, and then later on around 3:28 I move that chunk into a loop that runs on repeat. Anyway, someone in the Discord server mentioned the possibility of looping through the workspace's descendants on repeat causing lag as your game's map gets bigger and more things are added to the workspace. If you come across this issue, or you want to avoid this potential issue in the future, then your best bet would likely be somehow utilizing CollectionService tags on the tool objects. The person who mentioned this issue suggested this video by sleitnick: ua-cam.com/video/TzyDbOfKcFk/v-deo.html And I believe you need this to go with it: github.com/Sleitnick/RbxObservers/tree/main/lib But that seems a fair bit advanced and would probably require setting it up quite a bit differently, so another way you could do it is to simply give all tool samples (in ServerStorage.AllItems) an "Item" tag or something of that sort, and then instead of looping through the workspace's descendants on repeat, you would simply loop through CollectionService:GetTagged("Item") instead, which would loop through the tools and the tools alone, rather than every item in the workspace. Everything inside this loop could be left essentially the same, making it a bit of an easier transition if the sleitnick video isn't your thing.
Sadly, no. How I set up this series was kind of a mess, and a while back I did a poll with a few options for how people thought I should move forward, and I ultimately decided to put it on the backburner to remake the series again eventually with a more organized process. You're free to join the Discord server in the description though for support on saving/loading, since I know there's a few others who've managed to get it working, and if I ever have the time I may be able to help you out too, though I've been pretty busy as of late.
But my question is, does this inventory save when a player leaves & reloads the game? I was an item gained when found at a certain level, and then kept thereafter.
In the original system itself, I did set up saving and loading, but I never quite finished this series, so this series doesn't include it. The member-only files do include the saving/loading, but I also plan to make a remake of this remake (💀) that should be a bit briefer and more organized and I plan to finish saving/loading in that one.
@@NixiStyx Damn man, i went through this whole series hoping that there would be an explanation for how this works with datastores. That is crazy, bro.
good stuff with these videos my man
Thank you!
Love your vids man!
Thank you! I'm glad I could help!
It looks like I've stumbled upon a Gem of a channel!
If my game succeeds, I'll make sure to come back and donate to your patreon. Thanks for the series.
same here
Quick disclaimer: At around 0:26 I create a loop through all the descendants in the workspace, and then later on around 3:28 I move that chunk into a loop that runs on repeat. Anyway, someone in the Discord server mentioned the possibility of looping through the workspace's descendants on repeat causing lag as your game's map gets bigger and more things are added to the workspace. If you come across this issue, or you want to avoid this potential issue in the future, then your best bet would likely be somehow utilizing CollectionService tags on the tool objects.
The person who mentioned this issue suggested this video by sleitnick: ua-cam.com/video/TzyDbOfKcFk/v-deo.html
And I believe you need this to go with it: github.com/Sleitnick/RbxObservers/tree/main/lib
But that seems a fair bit advanced and would probably require setting it up quite a bit differently, so another way you could do it is to simply give all tool samples (in ServerStorage.AllItems) an "Item" tag or something of that sort, and then instead of looping through the workspace's descendants on repeat, you would simply loop through CollectionService:GetTagged("Item") instead, which would loop through the tools and the tools alone, rather than every item in the workspace. Everything inside this loop could be left essentially the same, making it a bit of an easier transition if the sleitnick video isn't your thing.
Thank you for this, works great.
W
Fr.
Do these series include how to data store?
Sadly, no. How I set up this series was kind of a mess, and a while back I did a poll with a few options for how people thought I should move forward, and I ultimately decided to put it on the backburner to remake the series again eventually with a more organized process.
You're free to join the Discord server in the description though for support on saving/loading, since I know there's a few others who've managed to get it working, and if I ever have the time I may be able to help you out too, though I've been pretty busy as of late.
But my question is, does this inventory save when a player leaves & reloads the game? I was an item gained when found at a certain level, and then kept thereafter.
In the original system itself, I did set up saving and loading, but I never quite finished this series, so this series doesn't include it. The member-only files do include the saving/loading, but I also plan to make a remake of this remake (💀) that should be a bit briefer and more organized and I plan to finish saving/loading in that one.
@@Knineteen19 Hopefully I see when you remake this then!
@@NixiStyx Damn man, i went through this whole series hoping that there would be an explanation for how this works with datastores. That is crazy, bro.
yeeeee
I migth sound ungratefull but... coould you put the model? 😅
7:04
thanks@@yasaph2