Thank you for the kind words! I know it doesn't look like much, but I mean, like 300 people in one day looking at my video, and around like 10% watch it fully, that's like 30 people who spent 10 minutes watching all the stuff I made, that's a lot of people, that's more people than I've been friends with since highschool xD, and this is probably one of my worst performing videos in months! The number of people who watch these things is a bit crazy if you break down the numbers~
Absolutely! I'm planning on adding basic equipping to it, and maybe crafting, but what would you like to see as a feature in it? I know some are wanting a eft style grid with rotatable items, not 100% I'll be able to pull that off but I'm hesitantly down to try xD
Some previous viewers had requested this, I would need to give it a little thought, and I think I would break it into a separate github repo, so people don't have to have it if they don't need to, as it would introduce a fair bit of complexity. But yeah I do intend to go over that, thanks for your comment!
I think u made a mistake in the GDScript-Section. The drag and drop into the gameworld will not work. InventoryHandler needs to inherit from "Control", just like your C#-Script. Otherwise the _drop_data() etc. will not be called. The Control-Node that holds the Script "InventoryHandler" need to cover the hole screen. Because that space is the area, where dropping of is allowed.
SO this is an interesting one, first yes 100% it was supposed to be control, I am not sure why I made it a node xD however due to the nature of GDScript it can actually still work, as methods are called regardless of if they are supposed to be handled, so basically because the script was on a control script it should still call drop_data, that being said it just makes everything confusing and removes the auto-complete for control functions by making a Node, so I'll definently have to sort that xD Good catch!
Hi, I have a problem when I pick up an item, it does not appear in the inventory, I watched all your videos and did not identify the problem, I also downloaded your work and it does not want to open, writes that it does not find the scene, etc. I thought that the problem was in the GODOT version, but I tried all the actions on versions 4.0 to 4.3
Hmmm, it'll be pretty hard to figure out whats up without seeing your project, make sure that the OnItemPickedUp signal on InteractionArea is connected to the PickupItem function on the InventoryUI. Failing that give me a message on the godot cafe discord: discord.com/invite/zH7NUgz My name is the same on there as I am here, I can hop in discord and help you out.
This needs more exposure, I'm sure a lot of people are looking for tutorials like these
Thank you for the kind words!
I know it doesn't look like much, but I mean, like 300 people in one day looking at my video, and around like 10% watch it fully, that's like 30 people who spent 10 minutes watching all the stuff I made, that's a lot of people, that's more people than I've been friends with since highschool xD, and this is probably one of my worst performing videos in months!
The number of people who watch these things is a bit crazy if you break down the numbers~
Awesome series, thanks for indepth inventory system man!
Absolutely!
I'm planning on adding basic equipping to it, and maybe crafting, but what would you like to see as a feature in it?
I know some are wanting a eft style grid with rotatable items, not 100% I'll be able to pull that off but I'm hesitantly down to try xD
would be cool to see items taking up multiple slots, like in a grid based inventory.
Some previous viewers had requested this, I would need to give it a little thought, and I think I would break it into a separate github repo, so people don't have to have it if they don't need to, as it would introduce a fair bit of complexity.
But yeah I do intend to go over that, thanks for your comment!
I think u made a mistake in the GDScript-Section.
The drag and drop into the gameworld will not work.
InventoryHandler needs to inherit from "Control", just like your C#-Script.
Otherwise the _drop_data() etc. will not be called.
The Control-Node that holds the Script "InventoryHandler" need to cover the hole screen. Because that space is the area, where dropping of is allowed.
SO this is an interesting one, first yes 100% it was supposed to be control, I am not sure why I made it a node xD however due to the nature of GDScript it can actually still work, as methods are called regardless of if they are supposed to be handled, so basically because the script was on a control script it should still call drop_data, that being said it just makes everything confusing and removes the auto-complete for control functions by making a Node, so I'll definently have to sort that xD
Good catch!
👍
Yooooo he did it in gdscript and c#… yea you’ve earned a subscriber.
Lol thank you so much! To be fair a lot of times it's pretty trivial to do both, but there's certainly some differences from time to time~
If you drag on a dragon, does that make it a drag on dragon?
Drag on you crazy diamond
how do i equip the items ?
The next video is going to be going over the basics of this, it will be multiple parts though, as equipable items is a bit of a large subject.
Hi, I have a problem when I pick up an item, it does not appear in the inventory, I watched all your videos and did not identify the problem, I also downloaded your work and it does not want to open, writes that it does not find the scene, etc. I thought that the problem was in the GODOT version, but I tried all the actions on versions 4.0 to 4.3
Hmmm, it'll be pretty hard to figure out whats up without seeing your project, make sure that the OnItemPickedUp signal on InteractionArea is connected to the PickupItem function on the InventoryUI.
Failing that give me a message on the godot cafe discord: discord.com/invite/zH7NUgz
My name is the same on there as I am here, I can hop in discord and help you out.