under rated channel, you deserve more subs i just found this and i can say your tutorials are just as good as the ones on the actual Gdevelop page, and you cover the little questions that didn't get answered in their videos. well done, man.
Thanks so much Burnnskii! I am always excited to hear a bit of love from my viewers! Hope your Development Journey is going well. I will see you around
This is a great tutoral thanks helped me loads. I created more of an RPG iniventory with the inventory slots in the center of the screen and on multiple lines, because of this I had issues updaing the correct stacked item number. It took me while to work it out but what I did was added a itemName variable to the ItemCount Text field and then assigned ItemsStackable.ObjectName() to it. Then when selecting the the correct one to update instead of nearest i change it to look for the itemName with that variable. I have not checked out the second part of the tutoral yet so i hope this does not cause issues later lol Also for those having issues getting the items to stick, annoyingly the items and the inventory have to be on the same layer. took me a while to work this out too lol. A workaround which i did not need could be to delete the item and recreate it on the inventory layer instead of moving it. Not tried this though as did not need to. Hope this helps someone :)
Glad you enjoyed the Tutorial. The hardest part is creating a good system to remember where each Item actually belongs. I did it mostly with Linking objects - but I don't believe I went into it until the second video. Either way, it seems like you have a solid working system, nice work!
Well done. Better than the example they gave on the official website. The only thing I suggest (and maybe it's just me) is to let us see your cursor + one of those circle cursor trackers. It would help me track where you working on the screen. Just a thought. On a side note: I saw you are working on part 2? If that isn't out yet and you're accepting requests, I would enjoy a section on how to build an inventory system similar to Minecraft (inventory in mid-screen with a hot bar at the bottom. Again, nice video!
Thank you for the feedback. This is something I have gone back and fourth on several times. I can't show my mouse because I am too sporadic with it, but I can always add a mouse moving to and clicking on the required buttons or highlight areas I am working. Following videos for this tutorial will be enhancing the already created Inventory. The next episode features, multiple layers and a camera to follow the player as well as an equip system: th-cam.com/video/H_tDW38iBMg/w-d-xo.html
@@Winstreak1 Either way it still works, I'm just a problem child that DOES NOT need to be catered to. haha I am looking forward to more content. It has been helpful and given me hope I can make my game. (other than the AI pathfinding being a POS.)
Thanks graphic! I plan to make a part 2 that helps with stats, equipping/unequipping, layers and camera's, save and load, and maybe I can add a vendor in there as well. It will be a few videos before it comes out though! 😬
Hello, I love you coding style. Just a question: at 9:30 is it necessary to use "for all istances of object..." to check the collision ? I know that if I have a lot of istanced object using "on collision" only the colleted object is intercepted. Thanks,J
If you don't have 'for all instances of object' during the on collision, then if you collide with 2 separate objects at the same time only 1 will work. You can test it by dropping 2 items on the ground so they are in the same spot. Once with for all and once without!
In part to will you cover how to fix the sticker effect because I can't get my Inventory slots to stick to the Inventory and I did what you did in the video as far as I can tell but clearly, I made an oof I cant find nor fix. Also, Any way to share how to put the inventory at a certain spot when opened such as in the corner or over the player? I'm new so any advice would be great! I just make gaming videos but making a game on my own is way out of my comfort zone!
Hey Fluffy, Thanks for watching and following along. If you are having issues with your inventory items sticking please hop on my Discord: discord.gg/mqcm9ugEbD There is just a lot of back and forth with troubleshooting bugs and I will need to see some screen shots of your Event sheet to figure out where our codes separated. As far as moving your Inventory around - Technically you can set it anywhere when you moving it to your screen. The only thing is the check system I used would fill the inventory slots in a weird order when items were collected (Since I just grab the left most Empty invSlot), but this wouldn't hurt the functionality.
This is amazing 😍 But it would be really good if you can teach us how to storage all these items in a global variable and save them if we leave the game
What about set a copy of every item in inventory and every item has own slot, and if you have 0 item of a specific item, set the copy invisible, and if you pick one item set the copy in inventory visible, and if you need to collect more item of a specific item, can set the number when pick more than one of a specific item ( sorry for my English, i try my best)
Yes, that will definitely work. It is actually how I made my first inventory system. As you find the items they turn visible in your inventory and start giving you the bonus stats. Just keep in mind, you are more restricted than a traditional inventory system if you go this route.
Create the variable on your Object first. Double click the object 'NewTiledSprite', click the variables tab' Add variable and change the type to boolean. When searching for the variable in the event sheet, Boolean events are no longer separate events from text or number events. Search for 'var' instead and the event you want will be called 'Change Variable Value'. This will hold all the different variables tied to the object
Gracias amigo, como Latino es difícil encontrar (oh no hay) tutoriales de inventarios en mi idioma por lo que cuesta entender a los demás pero tú me ayudaste demasiado, gracias 🫂
@@Winstreak1I am making an rpg and I was having trouble making the inventory system and I knew I was not able to make it then the rpg would be trash but you saved it.
Gdevelop changed their events slightly. Boolean events are no longer separate events from text or number events. Search for 'var' instead and the event will be called 'Change Variable Value'. This will hold all the different variables tied to the object, in this case 'NewTiledSprite'.
This method is good for just 1 scene. How to make a Prefab Obj of it. What if i want to use this inventory in 59 other levels as well. Would not I have to use events from scene 1 ¿ And what if, after each 10 levels my items that are gonna be in inventory changes ? How am Gonna do that without messing my event sheet ? Isn't there something like we do in traditional coding where inventory code is held in sperate file and included in level file whenever needed ? ( like in Love 2d, Phaser, Godot )
Hey there Volt, thanks for watching. The inventory design is fully dynamic, you can create a new item or stackable item, give them the required variables and put them in their group and they are good to go. If you want to use these events on multiple scenes, you can make a new event sheet and attach as many scenes to it as you would like. You don't have to re-write the code just put it somewhere accessible to more scenes. My video does not go into moving the items to different scenes though. Which I believe will require pushing everything into a global structure. changing scenes, then reloading everything. This will be the same concept for saving and loading. I plan on diving into these and releasing another video down the road about it.
There would be no such thing as a simple text inventory - If the text would be selectable. I would imagine you could create an empty image and pin a text to it. The image would have variables for the Name of the item- which is what the text would be set off of as well as the stats of the items. On click change the image from transparent to like a light shade of yellow to show its selected - and un select all others.
I have never used the 3d side of Gdevelop, so I am unsure what is required to detect collisions. It does look like another user created a behavior you can look into: wiki.gdevelop.io/gdevelop5/extensions/collision3d/
Items group covers whatever you put into the group items. But since you want items and itemsStackable to do different things, you want to give them different groups.
I have some input, in my case i used this tutorial for developing a 2d survival game like terraria, is there any way you can select the blocks out of the inventory and place them, the way i have it set up is that it shows an smaller icon in the inventory, but im not sure how to turn that into a block, can you make a video on this? I would leave a massive super thanks.
Hey there 7GSC251! I don't think I will make a video on this, but I can definitely help you get it working! You will need to be able to share screen shots of your code so we can debug, so swing by my Discord and we can get started: discord.gg/rtSHYVfn
I have plans to make a crafting tutorial, though I haven't played much minecraft so I don't know how similar to that mine will be. Video's take a while though, so I am not sure on a time line.
It’s not working for ItemsStackable. It won’t register my right click for that but it does for ItemsUnstackabe(named it this for convenience for me). Does this have to do with me zooming the screen for better resolution? If so why is it only ItemsStackable that’s effected? I even tried to see if it had to do with pressing the right mouse button but that wasn’t the case
What exactly isn’t working for ItemsStackable? I imagine zoom is not the culprit - since it is still working for ItemsUnstackable. I will be able to help you best if you swing by my Discord. Link should be in my description or most of the comments!
The inventory has to be on a different layer than the player then you set a camera to your player. You will have to move the items back and fourth depending on if they are on the ground or in the inventory. I am about 80% done with my next video which covers this exact question - as well as equipping items.
I believe saving would be the same as changing scenes. You will need to iterate through every Item and save the important properties in into a structure or array. Then on load you rebuild them. My project currently Cycles through each Item, checks if Collected is true, then stores the name (To get the image back) - If it's equipped - Attack - Health into an Array On new scene I go through the array and every 4 sets of property I put together into an item and place them all in the inventory. It is quite a lot, but once it's set up, you should only need to mess with it again if you are adding new property types to items that need to be carried over (like defense). Hopefully this gives you something to get started playing around with. I am working on a video, but it has been very slow going.
As far as I am aware, all the events are available on both iPad and PC. I don't believe you have the ability to use debugger on iPad though. (Not required to do, just helps with troubleshooting bugs)
When part2? we need to equip/select the slot, maybe the stats and to save and load the stuffs. If you make a part2 like that you will increare your views by alot, trust me
It's an object variable, so make sure in your condition you are selecting your object first before looking for the variable condition. Also make sure you created the variable on your object.
I dont know what am doing wrong I can pick up iteamstackables but it wont let me pick up items unless I disable items stackable and I can drop itemstackable but it wont delte the lsat one and when I close out the inventory the itemcount text stays there too, I have rewatched the video mulpitple times and puased the video but I just not seeing what am doing wrong EDIT: so I hav a drawer for an item and ammo for stacakable when I collect a ammo it shows up in invntory slot but in the debugger its showing string drawer and am not seeing why its doing this.
Hey Colin, From what I noticed, overall they are very similar and I haven't noticed any differences in performance (though none of my GDevelop games made it as large as my Construct game did, but I don't see any reason so far they couldn't) I have a lot more time invested in working with Construct which overall makes me a lot faster using it. The main things I miss are the built in Sprite Editor, the way they implemented functions, and the else condition. GDevelop's built in asset store is amazing and would have saved me hours of time if I found it earlier. Also Extensions are amazing. What one is better? Honestly hard to say. Is Construct worth $100 a year? Not when you can use GDevelop for free.
i just realized, you are doing a top down game and i am doing a 2d platformer so the inventory has to be on another layer. any way of making it work like that still?
Hey Thomas - Thanks for watching. Yes, you can totally make it work. Create a level above your current level that has no Camera - this will make the location of objects on this layer stay still while everything on your original level follows the character. You will put your Bag, inventory slots, any text that went with the inventory all on this new layer. Your Items will have to bounce between the layers. You want them on the Layer with your Player, so as you run across the Map, your items move too. Once you collide you will want to Move them to the inventory layer. If you drop the items or your inventory is out of room, before you can drop the items again youll have to move them back to the Layer that houses your Player. Hope this helps! :)
@@Winstreak1 to piggy back off this actions: - Put Item on layer inventory (this will remove the item from the main game layer so if you want it to stay you wont want to move it, you'll want to create an object on inventory layer i believe) - Change rotation if 3d item to proper rotation for inventory view However, nothing i've set to stick works properly :/
Stick is meant to only keep the item moving up and down with the inventory. Moving your items to the new layer should keep the items still while your character moves around. Currently working to release a video that shows this.
@Winstreak1 yeah I finally realized that lol. I can get the layer to hide by pressing "i" but bringing it back visible is proving difficult. I've tried several variations with the event code... ideas?
My inventorys position is a bit different from yours, and sometimes when a stackable item gets picked up, the pick nearest to slot updates the wrong text and updates another items amount. Any suggestions?
There is an issue with how you are telling the engine what text object to change. The idea is to grab the inventory slot that the item is effecting and then the nearest ItemCount Text Object to that selection. Hard to guess what went wrong, but if you want to swing by my Discord channel you can paste your Player in collision with ItemsStackable code there for me to look at
I followed the instructions for picking up items but when my player collides with an object literally nothing happens please help this is a good tutorial but i think my gdevelop is bugging because i followed everything perfectly
Hey Haon! I'm sorry to hear you're having trouble with picking up items in your game. It's unlikely that GDevelop itself is bugging, it's more probable that there is a small detail missed in the instructions or setup of your events. You can always try again with the video. Or Share with me your code on Discord and I'll take a look when I have free time: discord.gg/Cb9wAmVD Or Join my Member program as a 'Winstreak’s Devs' or higher and have full access to the code.
@@Winstreak1 sorry i took so long to reply and thanky you for the help i found the issue i just forgot to repeat the items in the actual events amazing tutorial 😁
So I'm having trouble dropping items. For whatever reason, everything else seems to work but clicking on items in the inventory does nothing at all. My guess is that since I've put the inventory on a separate layer it's not detecting where the mouse is touching correctly
I add layers in the second video, and I don't recall needing to do anything special for detecting collisions. -From what I remember with layers, the position (X,Y) will be visibly off since the cameras work separately, but collision events should be fine. If you want to send me a screen shot of your click event code, swing by my discord, I will take a look. discord.gg/F3aFVqKx
thanks for the tutorial it was extremely helpful . i just have a question does this work for same objects eg weapons stackable? and if i collect objects while the inventory closed it does not display the item count any idea on how ca i fix this? please
In the video I have Items and ItemsStackable - if you want an item to stack you need to treat it as an ItemsStackable - it doesnt matter what type of item it is. Though you will have to take into account the fact that you potentially have more than one item when you equip something, which is not something my next video covers. As far as your collecting while closed bug. It sounds like maybe you aren't sticking the count text (ItemCount) to the inventory, so it just stays below?
@@Winstreak1 i have fixed the prior issues but now the items that i have created decreases suppose there were 3 items to be collected they get collected and then dropped but the next time even though 3 objects are there the text count is 2 and then 1 and finally to zero how do i fix this?
I wish half of the stuff you used wasn't deprecated and no longer an option in Gdevelop. I got the non stackable inventory to work using some finessing but the stackable items which I needed didn't work cause the boolean option and a few others have changed names and how it works 😢.
The only change since release has been to variables - Gdevelop now allows you to select any variable and depending on the type you get different options on how to interact with it. So if you click on a Potion and select 'Change variable value' and put the variable 'Collected' in the first tab - you will be given the options to set True, False, or Toggle
7:18 .why i can't find toggle boolean. edit : u can set toggle boolean by create new variable boolean true/false and click ok then u edit true/false to toggle.
Wish I could say it would be finished today. I've been working on it for 4 hours this morning and will be continuing to for a few more, but I still have a ways to go.
Boolean is just a type of variable, so most likely you are looking for variable. If you give me a timestamp in the video of what you are trying to follow, I can give you more specific guidance.
Making an inventory halted my game a year ago, this is life changing for me
That is great to hear!
Truly the best tutorial on making an inventory system. You've earned a sub!
Thank you for the kind words! :)
Dude..... this is epic... thank you x100. Stay awesome,Stay epic.
Thank you soo much!
Keep an eye out, this video will be expanded on in the future to allow for more versatility!!
Perfect. Your teaching style is clear and well paced. I'll be following. Thank you for helping us out you're a saint!
Thank you as well, for watching and the kind words!
under rated channel, you deserve more subs i just found this and i can say your tutorials are just as good as the ones on the actual Gdevelop page, and you cover the little questions that didn't get answered in their videos. well done, man.
Thanks so much Burnnskii!
I am always excited to hear a bit of love from my viewers! Hope your Development Journey is going well. I will see you around
Thank you so much I have been trying to make a inventory for weeks
That's GREAT!
thank ouy been trying to figure this out for 4 months, finally a video that explains it well :)
Glad it helped!
Keep an eye out for part 2. Should fix some future problems you may bump into!
@@Winstreak1 thanks
This is a great tutoral thanks helped me loads. I created more of an RPG iniventory with the inventory slots in the center of the screen and on multiple lines, because of this I had issues updaing the correct stacked item number. It took me while to work it out but what I did was added a itemName variable to the ItemCount Text field and then assigned ItemsStackable.ObjectName() to it. Then when selecting the the correct one to update instead of nearest i change it to look for the itemName with that variable. I have not checked out the second part of the tutoral yet so i hope this does not cause issues later lol
Also for those having issues getting the items to stick, annoyingly the items and the inventory have to be on the same layer. took me a while to work this out too lol. A workaround which i did not need could be to delete the item and recreate it on the inventory layer instead of moving it. Not tried this though as did not need to.
Hope this helps someone :)
Glad you enjoyed the Tutorial.
The hardest part is creating a good system to remember where each Item actually belongs. I did it mostly with Linking objects - but I don't believe I went into it until the second video.
Either way, it seems like you have a solid working system, nice work!
do you mind explaining a little more what you did cause im having the same problem
such a nice video i learning a lot
Happy to help! :)
You are The One!
Thanks again friend. Keep your eye's peeled I am currently working on a sequel to this video that will give you more features for your Inventory!
Well done. Better than the example they gave on the official website.
The only thing I suggest (and maybe it's just me) is to let us see your cursor + one of those circle cursor trackers. It would help me track where you working on the screen. Just a thought.
On a side note: I saw you are working on part 2? If that isn't out yet and you're accepting requests, I would enjoy a section on how to build an inventory system similar to Minecraft (inventory in mid-screen with a hot bar at the bottom. Again, nice video!
Thank you for the feedback. This is something I have gone back and fourth on several times.
I can't show my mouse because I am too sporadic with it, but I can always add a mouse moving to and clicking on the required buttons or highlight areas I am working.
Following videos for this tutorial will be enhancing the already created Inventory. The next episode features, multiple layers and a camera to follow the player as well as an equip system: th-cam.com/video/H_tDW38iBMg/w-d-xo.html
@@Winstreak1 Either way it still works, I'm just a problem child that DOES NOT need to be catered to. haha
I am looking forward to more content. It has been helpful and given me hope I can make my game. (other than the AI pathfinding being a POS.)
Super Awesome. Would love it if you made a shop/vendor inventory system.
Thanks graphic!
I plan to make a part 2 that helps with stats, equipping/unequipping, layers and camera's, save and load, and maybe I can add a vendor in there as well. It will be a few videos before it comes out though! 😬
No problem, already subbed and notification activated. Keep up the amazing tutorials bro@@Winstreak1
No problem, already subbed and notification activated. Keep up the amazing tutorials bro
Eager to see a followup vid about saving/loading inventories and a shop / craft system! (and as always, thank you for the hard work!)@@Winstreak1
@@heyblindmouse Glad you enjoyed it! Working on the equip video now, then I plan to go straight into saving/crafting.
once again, another great tutorial.
Love that you’re always there to support me! Thank you 😊
Best tutorial lab u man
Hello, I love you coding style. Just a question: at 9:30 is it necessary to use "for all istances of object..." to check the collision ? I know that if I have a lot of istanced object using "on collision" only the colleted object is intercepted. Thanks,J
If you don't have 'for all instances of object' during the on collision, then if you collide with 2 separate objects at the same time only 1 will work. You can test it by dropping 2 items on the ground so they are in the same spot. Once with for all and once without!
Damm! This is really amazing!
Awesome, I'm glad you liked it!
Great tutorial. Thanks.
Thank you for watching! :)
Create your own top down shooter - Full weapon System Tutorial Using GDevelop 5 ????? 🙃
It sounds like a fun project, I will add it to the list!
It would be useful if you could swap and adjust position of items in your inventory using mouse cursor
I plan to make a Part II that has a bunch of extra mechanics, I will add Item Swapping to the list.
In part to will you cover how to fix the sticker effect because I can't get my Inventory slots to stick to the Inventory and I did what you did in the video as far as I can tell but clearly, I made an oof I cant find nor fix. Also, Any way to share how to put the inventory at a certain spot when opened such as in the corner or over the player? I'm new so any advice would be great! I just make gaming videos but making a game on my own is way out of my comfort zone!
Hey Fluffy, Thanks for watching and following along.
If you are having issues with your inventory items sticking please hop on my Discord: discord.gg/mqcm9ugEbD
There is just a lot of back and forth with troubleshooting bugs and I will need to see some screen shots of your Event sheet to figure out where our codes separated.
As far as moving your Inventory around - Technically you can set it anywhere when you moving it to your screen. The only thing is the check system I used would fill the inventory slots in a weird order when items were collected (Since I just grab the left most Empty invSlot), but this wouldn't hurt the functionality.
This is amazing 😍
But it would be really good if you can teach us how to storage all these items in a global variable and save them if we leave the game
I plan too get there eventually, I havent done much with full games for Gdevelop so I need to re-learn saving and loading for objects ^^
What about set a copy of every item in inventory and every item has own slot, and if you have 0 item of a specific item, set the copy invisible, and if you pick one item set the copy in inventory visible, and if you need to collect more item of a specific item, can set the number when pick more than one of a specific item ( sorry for my English, i try my best)
Yes, that will definitely work. It is actually how I made my first inventory system. As you find the items they turn visible in your inventory and start giving you the bonus stats.
Just keep in mind, you are more restricted than a traditional inventory system if you go this route.
I can't find boolean variable at 6:17
Create the variable on your Object first. Double click the object 'NewTiledSprite', click the variables tab' Add variable and change the type to boolean.
When searching for the variable in the event sheet, Boolean events are no longer separate events from text or number events. Search for 'var' instead and the event you want will be called 'Change Variable Value'. This will hold all the different variables tied to the object
life saviour
Happy to help!! Let me know if you end up using it on something
Gracias amigo, como Latino es difícil encontrar (oh no hay) tutoriales de inventarios en mi idioma por lo que cuesta entender a los demás pero tú me ayudaste demasiado, gracias 🫂
¡Estoy felíz de ayudar! Con suerte, no fue demasiado difícil seguir con la barrera del idioma.
its work :)
Thanks bro
You are very welcome. Keep an eye out for part 2!!
@@Winstreak1I am making an rpg and I was having trouble making the inventory system and I knew I was not able to make it then the rpg would be trash but you saved it.
Thank you
Happy to help!
Can you make a crafting and like workbench/furnace tutorial?
Seems fun. I will look into building something like that for a 3rd video installment on the Tutorial System.
6:41 for some reason, that boolean variable option doesn't pop up for me (for the condition)
Gdevelop changed their events slightly. Boolean events are no longer separate events from text or number events. Search for 'var' instead and the event will be called 'Change Variable Value'. This will hold all the different variables tied to the object, in this case 'NewTiledSprite'.
Could you, in part 2, make a chest system
🤔 The amount of content going into Part 2 is getting quite excessive, this might have to be push to Part 3. But I will see what I can do!
This method is good for just 1 scene. How to make a Prefab Obj of it.
What if i want to use this inventory in 59 other levels as well. Would not I have to use events from scene 1 ¿
And what if, after each 10 levels my items that are gonna be in inventory changes ?
How am Gonna do that without messing my event sheet ?
Isn't there something like we do in traditional coding where inventory code is held in sperate file and included in level file whenever needed ? ( like in Love 2d, Phaser, Godot )
Hey there Volt, thanks for watching.
The inventory design is fully dynamic, you can create a new item or stackable item, give them the required variables and put them in their group and they are good to go.
If you want to use these events on multiple scenes, you can make a new event sheet and attach as many scenes to it as you would like. You don't have to re-write the code just put it somewhere accessible to more scenes.
My video does not go into moving the items to different scenes though. Which I believe will require pushing everything into a global structure. changing scenes, then reloading everything. This will be the same concept for saving and loading. I plan on diving into these and releasing another video down the road about it.
how to instead make basic text inventory, just a list of items you have collected in text form and can be selected?
There would be no such thing as a simple text inventory - If the text would be selectable.
I would imagine you could create an empty image and pin a text to it. The image would have variables for the Name of the item- which is what the text would be set off of as well as the stats of the items.
On click change the image from transparent to like a light shade of yellow to show its selected - and un select all others.
my stockable item is combining everything into the same item when picked up, like it saves a different item, but when it accumulates it doesn't
I’ll be happy to help ya out, swing by my discord and send me your screen shots of the code: discord.gg/4PjEeXfHd7
How would you make the items you have equipable?
That's a great question and is answered here:
th-cam.com/video/H_tDW38iBMg/w-d-xo.html
i dont have the option to do the part at 9:26 (player collision with items) (i use 3d btw)
I have never used the 3d side of Gdevelop, so I am unsure what is required to detect collisions. It does look like another user created a behavior you can look into: wiki.gdevelop.io/gdevelop5/extensions/collision3d/
Dose the stackable items also work with the items group
Items group covers whatever you put into the group items.
But since you want items and itemsStackable to do different things, you want to give them different groups.
I have some input, in my case i used this tutorial for developing a 2d survival game like terraria, is there any way you can select the blocks out of the inventory and place them, the way i have it set up is that it shows an smaller icon in the inventory, but im not sure how to turn that into a block, can you make a video on this? I would leave a massive super thanks.
Hey there 7GSC251!
I don't think I will make a video on this, but I can definitely help you get it working! You will need to be able to share screen shots of your code so we can debug, so swing by my Discord and we can get started: discord.gg/rtSHYVfn
Can you make a video on a crafting system similar to Minecraft in GDevelop?
I have plans to make a crafting tutorial, though I haven't played much minecraft so I don't know how similar to that mine will be. Video's take a while though, so I am not sure on a time line.
It’s not working for ItemsStackable. It won’t register my right click for that but it does for ItemsUnstackabe(named it this for convenience for me). Does this have to do with me zooming the screen for better resolution? If so why is it only ItemsStackable that’s effected? I even tried to see if it had to do with pressing the right mouse button but that wasn’t the case
What exactly isn’t working for ItemsStackable?
I imagine zoom is not the culprit - since it is still working for ItemsUnstackable.
I will be able to help you best if you swing by my Discord. Link should be in my description or most of the comments!
@@Winstreak1 ok, will do
Hey, how do i make the inventory follow the player
The inventory has to be on a different layer than the player then you set a camera to your player. You will have to move the items back and fourth depending on if they are on the ground or in the inventory.
I am about 80% done with my next video which covers this exact question - as well as equipping items.
this is really helpfull but is there any way to save/load the inventory using sotrage or smtn else?
I believe saving would be the same as changing scenes.
You will need to iterate through every Item and save the important properties in into a structure or array. Then on load you rebuild them.
My project currently Cycles through each Item, checks if Collected is true, then stores the name (To get the image back) - If it's equipped - Attack - Health into an Array
On new scene I go through the array and every 4 sets of property I put together into an item and place them all in the inventory.
It is quite a lot, but once it's set up, you should only need to mess with it again if you are adding new property types to items that need to be carried over (like defense).
Hopefully this gives you something to get started playing around with. I am working on a video, but it has been very slow going.
Can you do this in iPad version too?
As far as I am aware, all the events are available on both iPad and PC. I don't believe you have the ability to use debugger on iPad though. (Not required to do, just helps with troubleshooting bugs)
@@Winstreak1 fabulous! I will see if I can dig into these this week!
@@corimyers4985 Sounds great. The 3rd installment should be coming in this weekend (or sooner)!
When part2? we need to equip/select the slot, maybe the stats and to save and load the stuffs. If you make a part2 like that you will increare your views by alot, trust me
It will be the video after next!
The boolean var does not show at 6:37 do you know why?
It's an object variable, so make sure in your condition you are selecting your object first before looking for the variable condition.
Also make sure you created the variable on your object.
That's not an option anymore
I dont know what am doing wrong I can pick up iteamstackables but it wont let me pick up items unless I disable items stackable and I can drop itemstackable but it wont delte the lsat one and when I close out the inventory the itemcount text stays there too, I have rewatched the video mulpitple times and puased the video but I just not seeing what am doing wrong EDIT: so I hav a drawer for an item and ammo for stacakable when I collect a ammo it shows up in invntory slot but in the debugger its showing string drawer and am not seeing why its doing this.
I can help you if you swing by my Discord so you can post your code!
@@Winstreak1 I will post them there thank you
Which game engine do you think is better GDevelop or construct 3 what made construct 3 worth $100 a year?
Hey Colin,
From what I noticed, overall they are very similar and I haven't noticed any differences in performance (though none of my GDevelop games made it as large as my Construct game did, but I don't see any reason so far they couldn't)
I have a lot more time invested in working with Construct which overall makes me a lot faster using it. The main things I miss are the built in Sprite Editor, the way they implemented functions, and the else condition.
GDevelop's built in asset store is amazing and would have saved me hours of time if I found it earlier. Also Extensions are amazing.
What one is better? Honestly hard to say.
Is Construct worth $100 a year? Not when you can use GDevelop for free.
@@Winstreak1 okay thank you I try to use this video for my game
@@ColinRhode Sounds good, do it up!!!!
@@Winstreak1 hey would you be able to make a video how to do random generation kinda like don't starve
@@ColinRhode I don't know the game, but if you give me a semi descriptive definition I will see if I can give you some guidance
When i collide with an item, my item just goes below the screen where the inventory bar was originally. How to fix? thanks.
i just realized, you are doing a top down game and i am doing a 2d platformer so the inventory has to be on another layer. any way of making it work like that still?
Hey Thomas - Thanks for watching.
Yes, you can totally make it work. Create a level above your current level that has no Camera - this will make the location of objects on this layer stay still while everything on your original level follows the character.
You will put your Bag, inventory slots, any text that went with the inventory all on this new layer.
Your Items will have to bounce between the layers. You want them on the Layer with your Player, so as you run across the Map, your items move too. Once you collide you will want to Move them to the inventory layer. If you drop the items or your inventory is out of room, before you can drop the items again youll have to move them back to the Layer that houses your Player.
Hope this helps! :)
@@Winstreak1 to piggy back off this
actions:
- Put Item on layer inventory (this will remove the item from the main game layer so if you want it to stay you wont want to move it, you'll want to create an object on inventory layer i believe)
- Change rotation if 3d item to proper rotation for inventory view
However, nothing i've set to stick works properly :/
Stick is meant to only keep the item moving up and down with the inventory. Moving your items to the new layer should keep the items still while your character moves around.
Currently working to release a video that shows this.
@Winstreak1 yeah I finally realized that lol. I can get the layer to hide by pressing "i" but bringing it back visible is proving difficult. I've tried several variations with the event code... ideas?
My inventorys position is a bit different from yours, and sometimes when a stackable item gets picked up, the pick nearest to slot updates the wrong text and updates another items amount. Any suggestions?
There is an issue with how you are telling the engine what text object to change.
The idea is to grab the inventory slot that the item is effecting and then the nearest ItemCount Text Object to that selection.
Hard to guess what went wrong, but if you want to swing by my Discord channel you can paste your Player in collision with ItemsStackable code there for me to look at
I followed the instructions for picking up items but when my player collides with an object literally nothing happens please help this is a good tutorial but i think my gdevelop is bugging because i followed everything perfectly
Hey Haon! I'm sorry to hear you're having trouble with picking up items in your game. It's unlikely that GDevelop itself is bugging, it's more probable that there is a small detail missed in the instructions or setup of your events.
You can always try again with the video.
Or
Share with me your code on Discord and I'll take a look when I have free time: discord.gg/Cb9wAmVD
Or
Join my Member program as a 'Winstreak’s Devs' or higher and have full access to the code.
@@Winstreak1 sorry i took so long to reply and thanky you for the help i found the issue i just forgot to repeat the items in the actual events amazing tutorial 😁
@@haon6945 That's great!!
Looks like it's time to move on to Episode 2
So I'm having trouble dropping items. For whatever reason, everything else seems to work but clicking on items in the inventory does nothing at all. My guess is that since I've put the inventory on a separate layer it's not detecting where the mouse is touching correctly
I add layers in the second video, and I don't recall needing to do anything special for detecting collisions. -From what I remember with layers, the position (X,Y) will be visibly off since the cameras work separately, but collision events should be fine.
If you want to send me a screen shot of your click event code, swing by my discord, I will take a look.
discord.gg/F3aFVqKx
thanks for the tutorial it was extremely helpful . i just have a question does this work for same objects eg weapons stackable? and if i collect objects while the inventory closed it does not display the item count any idea on how ca i fix this? please
In the video I have Items and ItemsStackable - if you want an item to stack you need to treat it as an ItemsStackable - it doesnt matter what type of item it is. Though you will have to take into account the fact that you potentially have more than one item when you equip something, which is not something my next video covers.
As far as your collecting while closed bug. It sounds like maybe you aren't sticking the count text (ItemCount) to the inventory, so it just stays below?
@@Winstreak1 ohh I see.. Yess I'll try to check it thank you so much for your help!!
@@Winstreak1 i have fixed the prior issues but now the items that i have created decreases suppose there were 3 items to be collected they get collected and then dropped but the next time even though 3 objects are there the text count is 2 and then 1 and finally to zero how do i fix this?
@@pradnyasamant4308 There is something to do with you actions on adding to the count of your Items. I don't know without seeing your code.
@@Winstreak1 ohk then if you don't mind should I show you the code in discord?
I wish half of the stuff you used wasn't deprecated and no longer an option in Gdevelop. I got the non stackable inventory to work using some finessing but the stackable items which I needed didn't work cause the boolean option and a few others have changed names and how it works 😢.
I ended up scrapping it all and Just using text to display the item count for resources!
The only change since release has been to variables - Gdevelop now allows you to select any variable and depending on the type you get different options on how to interact with it.
So if you click on a Potion and select 'Change variable value' and put the variable 'Collected' in the first tab - you will be given the options to set True, False, or Toggle
7:18 .why i can't find toggle boolean.
edit : u can set toggle boolean by create new variable boolean true/false and click ok then u edit true/false to toggle.
Correct, you need to create any variable before you can call it directly inside your event sheet. Nice work finding the answer on your own.
still waiting for the 2nd part
Wish I could say it would be finished today.
I've been working on it for 4 hours this morning and will be continuing to for a few more, but I still have a ways to go.
@@Winstreak1 🤞
All of my pixel heights are different and I could not keep up with the tutorial
Okay! 👍
@@Winstreak1 I still liked the video I’m just sad that it didn’t work for me
I don't see boolean
Boolean is just a type of variable, so most likely you are looking for variable. If you give me a timestamp in the video of what you are trying to follow, I can give you more specific guidance.
your game is outdated i can't do most of that stuff
Everything is working as intended, the problem lies elsewhere.
İts very not useful video
Thanks for the comment little Omar.