This series is great, you teach very well. Keep up with the uploads and make sure to keep the tutorials unique sorta like this one :) We have plenty of resources/tutorials on how to make a player controller, we need tutorials on more complex mechanics if you know what I mean. I've always gotten stuck on things like currency systems, in game time systems, creating a functional main menu. I think a great tutorial series would be something based around the idea of recreating complex mechanics from other videos games. Such as the way some games show a screenshot whenever you are selecting a save/load file. Another unique tutorial idea would be creating a dev commands for testing within a game. Or even a tutorial based around creating a mission log/skill tree would be really cool. Yeah they would be complex but it's really all the godot community needs. Idk sorry for rambling haha. I just think many youtubers tend to make tutorials over things that have already been taught. Thanks again for this series :)
Thanks a lot for the comment and the rambling XD ! The part in coding I mostly want to get better at, is the structure and advanced systems. So If I figure out something and there is no tutorial on it, then I share it :P
Thank you very much for your tutorial. It is really gold. I'm still struggling because i'm on godot 4 now and i could not check some functions, but I'm pretty sure that they will work in the future. By the way, as i understand, I can sort items by its type, for example resources only in one special inventory?
@@calame3218 and is it possible not to drag items and picknup them by a click? And for interactions add a panel with the buttons (drop, split, equip etc)..I understand how to implement this, but the if the items in the chest will have the same it could be a problem...
@@Mrtargi Do you mean pick up item on the ground by clicks? Could be done by adding the items on the ground in a list in the inventory manager to know if it was clicked. Or is it to grad them with one click? To change the pick/drop item behavior. you could change the functions "pick item" in the inventory manager and listen to something like 'mouse_down' to pick up and 'mouse_up' to drop. For the interactions, later I implement an action menu on right click.
Oh yeah, I added the license file with the project on github. The licence is MIT so you are free to use it however you like! Thank you! And I'd be interested to see your game after! 😀
I have a problem that all my player inventories seem not be added into inventories variable in inventory_manager when I run that game so I cannot put item in there but chest inventory seem to be working fine. I am not sure why. Edit. The problem is that I put manager in lower tree hierachy so it run later. I put it at the top and now it is fixed. PS. I have another problem that my item go behind ui when I picked it so I put raise() at pick_item function to fixed it. Not sure why as well.
Oh yea, I should have mentioned that! For the item that goes behind, the raise() is a good solution. The other is to place the node below the others in the parent node.
I have several problems. First, my equipment slot spawns the fifth slot. Second, in the main scene when I see the preview all the windows go to the top left, Third, my inventory container's size don't work well. I don't know how to fix this.
Hum.. that seems like a lot. For the equipment, probably an inherited problem. The window placement might have something to do with their parent control. I think if you want more help on this, you could join my discord (link in the description).
2:24 you have to change it to this `get_parent().rect_scale = Vector2( scale, scale )` for it to work in newer versions.
Amazing tutorial series
This series is great, you teach very well. Keep up with the uploads and make sure to keep the tutorials unique sorta like this one :) We have plenty of resources/tutorials on how to make a player controller, we need tutorials on more complex mechanics if you know what I mean. I've always gotten stuck on things like currency systems, in game time systems, creating a functional main menu.
I think a great tutorial series would be something based around the idea of recreating complex mechanics from other videos games. Such as the way some games show a screenshot whenever you are selecting a save/load file. Another unique tutorial idea would be creating a dev commands for testing within a game. Or even a tutorial based around creating a mission log/skill tree would be really cool. Yeah they would be complex but it's really all the godot community needs.
Idk sorry for rambling haha. I just think many youtubers tend to make tutorials over things that have already been taught. Thanks again for this series :)
Thanks a lot for the comment and the rambling XD !
The part in coding I mostly want to get better at, is the structure and advanced systems.
So If I figure out something and there is no tutorial on it, then I share it :P
Thank you very much for your tutorial. It is really gold. I'm still struggling because i'm on godot 4 now and i could not check some functions, but I'm pretty sure that they will work in the future. By the way, as i understand, I can sort items by its type, for example resources only in one special inventory?
Thanks! Yea you could have an inventory slot that only accepts certain types of items etc.
@@calame3218 and is it possible not to drag items and picknup them by a click? And for interactions add a panel with the buttons (drop, split, equip etc)..I understand how to implement this, but the if the items in the chest will have the same it could be a problem...
@@Mrtargi Do you mean pick up item on the ground by clicks? Could be done by adding the items on the ground in a list in the inventory manager to know if it was clicked. Or is it to grad them with one click? To change the pick/drop item behavior. you could change the functions "pick item" in the inventory manager and listen to something like 'mouse_down' to pick up and 'mouse_up' to drop. For the interactions, later I implement an action menu on right click.
@@calame3218 yeah, just by clicking on them.
Hey, what is the license on the project - I would like to use this system for my game, thanks :)
Oh yeah, I added the license file with the project on github. The licence is MIT so you are free to use it however you like! Thank you! And I'd be interested to see your game after! 😀
awesome 🔥🔥🔥🔥
Could you make a hotbar with item stacks then make it so you can remove a certain amount of that item quantity. It would be really helpful for me
Yea! I was about to start the next tutorial. I'll add that! :P
@@calame3218 thats great and this vid helped me so much I subscribed for the new upload 🙂
I have a problem that all my player inventories seem not be added into inventories variable in inventory_manager when I run that game so I cannot put item in there but chest inventory seem to be working fine. I am not sure why.
Edit. The problem is that I put manager in lower tree hierachy so it run later. I put it at the top and now it is fixed.
PS. I have another problem that my item go behind ui when I picked it so I put raise() at pick_item function to fixed it. Not sure why as well.
Oh yea, I should have mentioned that! For the item that goes behind, the raise() is a good solution. The other is to place the node below the others in the parent node.
I have several problems. First, my equipment slot spawns the fifth slot. Second, in the main scene when I see the preview all the windows go to the top left, Third, my inventory container's size don't work well. I don't know how to fix this.
Hum.. that seems like a lot. For the equipment, probably an inherited problem. The window placement might have something to do with their parent control. I think if you want more help on this, you could join my discord (link in the description).
@@calame3218 ok, I'll try to fix it, if not, I Will see discord, thank you for the support