Basic Inventory System [Part 4] - Godot 4.x

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  • Опубліковано 21 гру 2024

КОМЕНТАРІ • 23

  • @TheRealAfroRick
    @TheRealAfroRick 3 місяці тому +4

    Awesome series... Can't state that enough. This is dealing with the core issues of building an inventory system in a way that people can follow along and customize it for whatever use case they have

    • @Bonkahe
      @Bonkahe  3 місяці тому +3

      Thank you so much for the kind words!
      It helps a lot with all the anxieties and stuff to have such kind comments xD

  • @Akalabeth
    @Akalabeth Місяць тому +1

    Done it for mobile touch. Works like a charm. Thank you

    • @Bonkahe
      @Bonkahe  Місяць тому +1

      Thank you so much! I never thought to test it on mobile, I'm glad to hear you had success!

  • @me551
    @me551 11 днів тому +1

    wow this is so awesome this seriesreally helped thank you!. can you please do a tutorial about crafting using the inventory?

  • @ThunderPlayStudios
    @ThunderPlayStudios 2 місяці тому +1

    hey this series is awesome, Just wanna know when new video is coming?

    • @Bonkahe
      @Bonkahe  2 місяці тому +1

      Hello there! glad your finding it helpful, unfortunately I kind of pivoted mid way through this one, I do intend to come back to it, but I kind of realized I was doing tutorials instead of working on my own game, so I decided to focus entirely on my project to try and make it a bit more of a priority, so it will be a minute until I return to this tutorial series.
      I am really sorry about that, there are still a fair few things I need to get up and running on it.

  • @v-alfred
    @v-alfred 4 місяці тому +4

    Great details! Just an idea, would you make item in inventory to equipment character that attached/shown on character?
    *edit
    Just finished with the video, awesome that's already in your list, great man! Thanks, I can't wait 😁

  • @trollgasm
    @trollgasm 2 місяці тому +2

    Not sure what I did differently, but kept running into an issue with picking up the object and it getting upset at the highlight mesh being freed and it still trying to set the visibility it. Quick fix was to add a if statements that checks if the instance is still valid before attempting to change the visibility. The most simple, and straightforward take on an inventory system I've seen!
    Great tutorial. Also caught up to your videos, and good luck on the future devlogs and Hermit!

    • @Bonkahe
      @Bonkahe  2 місяці тому

      Thank you so much for the kind words! Haven't been responding to anything but we're starting to ramp back up and get back into it, I'm glad you got it sorted, sorry it was an issue! Actually a fair number of people have ran into problems with this inventory, not really sure what's up but it's always something that wasn't happening on my end, I get the feeling that something I did in this tutorial series is something that only works exactly right in 1 version of the engine or something....
      Regardless glad it was of help!

  • @relvean5626
    @relvean5626 4 місяці тому +4

    You know something that is *really* funny?
    So I actually made a little progress on my euphoria physics for Godot project. Namely if the char's hitbox gets hit often enough the ragdoll just goes limp. Incredible progress, I know. A whole 5 lines of code.
    Anyway, since I wasn't (and still am not) too familiar with how Godot manages collision, it took me an embarrassingly long amount of time. After rage-quitting (as I often tend to do before a breakthrough) I finally did figure out how to do it, only for Godot 4.3 to be released. Alright, fine, why not?
    I was using the files Crigz provided, but as it turns out 4.3 breaks the physical skeleton they set up completely. Why don't I just downgrade? What's the point of making it exclusively for an outdated version?
    It really is too bad, because once I had collisions figured out I was almost in business. All it needed then was for me to set up the hurtboxes and accompanying animations and I would have been most of the way there.
    Unfortunate really, but reimplementing the animated ragdoll myself is a bit beyond my paygrade (unless springbones work now or I use jolt). So yeah, it's going on the back burner, for now. Come to think of it, I haven't had a real vacation in 5 years and I think its starting to show...
    Oh and btw, nice video. I went off on a bit of a rant there. Sorry.

    • @Bonkahe
      @Bonkahe  4 місяці тому +2

      Craaappppp I forgot about that update, I'm sorry man, but I would suggest actually run it at the older version, and either he or someone else (honestly probably me) will just update the active ragdoll animation to the latest version, from everything I've heard it's a much improved animation system.
      That being said, GO TAKE A VACATION lol, I'm actually about too myself xD

    • @relvean5626
      @relvean5626 4 місяці тому +3

      @@Bonkahe Don't bother porting his version, he himself has said it's only a temporary fix because native godot physics didn't (and prolly still don't) have springbones implemented yet.
      Jolt Physics is honestly a much better solution because:
      1. It's supports spring bones out of the gate
      2. It doesn't have native's incessant clipping issues
      3. It's more performant than native
      Basically any way you slice it, it's simply better. Honestly, I can probably do it myself given the circumstances.
      If changes to the animation system are the only problem (which is what it looked like) then I can rebuild the anim trees myself. My first game is basically entirely held together by the animation state machines, I have more experience than I know what to do with.
      Whatever else can be said about Unity, its three animation systems: Animator, Timeline and Mecanim are incredible. My favorite was being able to attach scripts to the animation states and turning it into a visualized state machine. That's how the game's dialogue system was handeled, entirely within the animator. it was glorious! Really wish someone would port that feature to Godot.
      Damn it, I got off topic again. Long story short, I can probably do it myself all things considered. Don't burden yourself and have a nice vacation!

  • @Kagekao_666
    @Kagekao_666 3 місяці тому

    how to make folding?

  • @IAMMAT87
    @IAMMAT87 18 днів тому

    Hey. Can you make more please.
    I would love too see keyboard/joypad commands to move item slots and use item slots.
    Maybe when you click a item, a box appears where you can choose what to do (Use,Equip,Remove)
    Thank you for these videos

  • @sanyi9667
    @sanyi9667 2 місяці тому +1

    anyone having trouble with the fact that I pick up the item and it just spawns it out? it means that it does not find the slot? this series work ok until this part. this part messes things up.

    • @Bonkahe
      @Bonkahe  2 місяці тому

      Hmmm, make sure that your setting the ItemSlotsCount is greater than zero.
      Failing that put a debug print out in the PickupItem function (GD.Print(Item) or print(Item) in gd script), just before the slot filled if statement ( if (!slot.SlotFilled): ), this will tell you it is in fact iterating through slots and trying them out, if the item slots count is greater than zero and it's not iterating through the slots then that means that there's something going on in the ready function, are you getting any errors?

    • @sanyi9667
      @sanyi9667 2 місяці тому

      @@Bonkahe my bad I forgot to add inventory_handler>pickupitem>"foundSlot = true" before "break". But even so, now i interact with object, pick it up and the object just disappears and is not being added to the inventory. below you will have my pasted code - I already reviewed it line by line should be the same. If nothing comes on top of your mind just let it be. I will go and redo/rewatch the whole series again. One thousand thanks for trying to help!

  • @USER-ZB2YT
    @USER-ZB2YT 4 місяці тому +1

    Ever since part 3 Ive had problems implementing the code. I copied the code 1 to 1 with all signals connected. Everything works as intended except for dropping the items. Whenever I try to yank an item out of my inventory it stays in the inventory and doesnt appear in the scene :/ Is there any way I could get in contact with you? This tutorial really fits my game and it would be a shame if I had to throw it all away

    • @Bonkahe
      @Bonkahe  4 місяці тому

      For sure, you can contact me on discord on the Godot Cafe discord here: discord.com/invite/zH7NUgz just search for my name in the top right and hit message, my name is the same on there as here.
      There's a couple common problems that people have been encountering on that particular problem, I'm sure I can help you sort it out.

  • @harmonichaoticart
    @harmonichaoticart Місяць тому

    I was curious, how could you implement RayCast3D into this so instead of picking up items randomly you select/highlight/outline a specific item? I tried to do it myself but im still wayyyyy too novice

    • @Bonkahe
      @Bonkahe  Місяць тому +1

      Glad you found the tutorial series helpful!
      Should be pretty easy to integrate, it'll actually be a fair bit easier than what I implemented xD I would just have a raycast3D that I reposition each physicsprocess frame, and check if it's hitting anything and that thing is an interactable object, more or less what's taking place but instead of keeping a list you just keep a single object referenced.

    • @harmonichaoticart
      @harmonichaoticart Місяць тому

      @Bonkahe awesome thanks so much ❤!