Great inventory tutorial for beginner-intermediate dreamers! I would love to see a more advanced one on here where inventory slots aren’t hard coded in so that you can have more equipable items than inventory slots and the inventory naturally fills up left to right top to bottom as you gather the items. Would be a very awesome follow-up to this video! All in all I love how simple you made it and definitely will come in handy for many many people!
Thanks for the comment mate! A dynamic inventory like that is of course possible but would require you to either duplicate the item's icon on every available inventory slot (resulting in many overlapping text displayers) or otherwise creating a sculpted/3D inventory that emitted an icon onto the inventory slot. The latter would be more thermo efficient but might require more finicky business in terms of making it look clean.
Hey mate! All you have do is type in it's important to include the angle brackets! Dreams icons are typed with angle brackets etc. Emojis are typed with colons :grin: :nerd: :rofl: Hope that helps mate! And definitely check out TAP's page that I link on the description.
I just get to the stage where i should be moving around the icons but the computer logic keeps mesaing up , only some highltight and register but mathss add up, just the squares not makong the visual when in inventory, i been around in cycles for hours but just cant seem to get it to work, i usually watch for videos a few times when i get atuck to pinpoint where we difffer, it appeaes on yours the calculators have operand 1 disabled while ita highlightable on mine, possibles messing with the system.
I notice you tried to use L1+triangle on the on-screen text box. I don't think that works, though--as seen by the grid not looking square to the view after you do it. Like, if you were looking at a funny angle and used that it wouldn't work at all sort of thing. A trick you can use to get a grid matching the screen is to screen-snap the chip, then use L1+triangle on a gadget inside it. As it's perfectly facing the view, its "grid" will be perfectly oriented to the view also. And now while you don't move the view you have a perfectly straight grid to use for on-screen stuff :D "A really awesome page by TAPgiles..." (TAPgiles does a little head-bobble dance) Using a light touch on R2 is suuuuper handy for adjusting the position of stuff, particularly finnicky on-screen text :D I tend to make text in-scene nowadays and stick it into a head tracker. Makes it a lot easier to get in close, move a load of stuff around at once, things like that. Or even just use sculpts and paint straight-up :D
I think when it's 0 it sends 0, not a negative number ;p But yeah... people often don't realise that signals that power stuff are just numbers. So just wire straight in--no need to check if it's 1 or whatevs. :P I was thinking, it might be better to put the item icon displayers into a chip per icon. Makes it more tidy in that UI chip, and also means you can power the whole chip or unpower it. The setup you used won't work so well if you want it to be persistent, so that the player leaves and comes back and still have the sword. A slightly different setup would sort it, though. Instead of powering the destroyer when the player enters, power it with the variable value. So... trigger zone sets the var. Var kills the sword. If the player returns, var still kills the sword. :D "Connecty-connectington."
When you want to have a signal depending on which integer it is, I find it a lot quicker to use a selector. Wire the int into the active port input. And now you have a signal from the channel the int corresponds to. So, 1 selector for X, 1 selector for Y. Then instead of lots of AND gates, I'd use the chip trick. 1 chip for X = 0. 1 chip for X = 1. Probably just a Y selector in each chip. And now if (1, 2) is selected, it would be in the X = 1 chip, and the 3rd output from the Y selector in there. I actually tend to use "in-scene logic" for this kind of thing. It can make things a lot, lot easier because you can sort of modularise things and use the position of things to dictate how it works. In this case, I have an old tutorial on how to make a grid menu with a completely different, in-scene method. Check it out :D ruclips.net/video/RYpmmDjwcYc/видео.html
Hi meanlad I’m new to dreams and decided to make the inventory you made and I can’t seem to get the moving around the inventory to work one of the and gates is always on and the rest are always off I followed everything exactly what u did please help!😢
Hey Meanlad I’m new to dreams, and your video is super useful. I’m just having problems with the inventory system. When I open the inventory and press the button to equip the item, the item appears. But when I close the inventory my item disappears. Then, if I open my inventory again, the item automatically appears in my hand without me having to press the button to equip it.
Welcome to the Dreams community mate! Woop woop! Happy to have you 😁 It sounds like the logic that makes your item visible (the variable, calculator and key frame) are inside the same microchip that powers the inventory interface. I would recommend moving all those bits of logic outside of that microchip and onto an entirely new microchip outside of your puppet. 😁 At the moment, when you deactivate the interface that includes all the logic inside, including your equip logic. 🤓 Let me know if this works or if you need another explanation 🙌🏻
With no arrays its pretty hard to sort in dreams. If I had to go off the top of my head, every slot would need a variable. Then each slot would need to have an icon for every item you could acquire. Each icon would correlate to a value (e.g., sword is 1, bow is 2, etc.). So, if you pick up a bow as your first item it would set Slot 1 to 2,and the bow icon would show up (it would do this by adding 1 to a counter that sets the icon as visible). Then when Slot 1 is greater than 0, deactivate it and activate Slot 2 (you could use a selector). Then the process repeats. The only problem is that every icon will have all the logic and icon data and, as such, is pretty thermo heavy. If you had a 3d inventory with sculpts it would be chill because you could emit the icon and teleport it to a particular slot's position (determined by a tag) rather than having to copy the icon each time. 🤓
Sorry mate! I meant no offense 🙏🏻 hmm, if it's not working then it could be a problem with the controller itself 🤔 otherwise maybe check the important properties to check that the possession settings are working alright (possessable or remote controllable should work) 🤓
What you thinking like summon a stand that would fight alongside you (like an AI) or one that replaces your normal attacks. So like if you press square normally you would have Jotaro doing a punch but then if you summon your stand then if you press square Star Platinum would punch instead? What sorta vibe you looking for?
@@meanlad does that like mean you might do it? Cuz I know this sounds ambitious but I wanna make a JoJo game where you go around morioh doing quests for characters and when you do those quests you can get stand arrows and fight bosses with them but this would probably take forever
Stuff like this… It just seems like there should be a MUCH more streamlined process 😒 Inventories, Health Bars, Missile effects all require a whole class session The controller drift makes everything twice as taxing, using stuff from other dreamers usually has its own problems as well with unnecessary sculpts to sky effects attached to what you’re stamping it’s all so discouraging.
Thanks for your feedback mate! I think it can be tough out here sometimes and that's why I think it's great that dreams has such a helpful community of creators. Also the new update 2.35 is going to have a bunch of new templates/game bases! 🤩
To be honest though, you are probably not going to find any other coding language that is easier to understand than dreams. But in order to obtain the game of your dreams, sometimes you do have to work hard to achieve it. So if it means watching several RUclips tutorials to understand how the logic works and how it can be applied, then so be it! I prefer Dreams logic over C++ or any other coding language. That stuff be like: [sei&ahdks_|£~¥\~£\*~] and you are just like what? Then Dreams be like: You take this wire and it plugs into this socket and wham, an outcome that is better defined and understandable than the other languages.
is that a sweetroll in the thumbnail?!?!
YOU'RE DAMN RIGHT IT'S A SWEETROLL!!!
I was like, I bet no one will notice this. You have won my eternal respect. NOW PAY WITH YOUR BLOOOD.
Great inventory tutorial for beginner-intermediate dreamers! I would love to see a more advanced one on here where inventory slots aren’t hard coded in so that you can have more equipable items than inventory slots and the inventory naturally fills up left to right top to bottom as you gather the items. Would be a very awesome follow-up to this video! All in all I love how simple you made it and definitely will come in handy for many many people!
Thanks for the comment mate! A dynamic inventory like that is of course possible but would require you to either duplicate the item's icon on every available inventory slot (resulting in many overlapping text displayers) or otherwise creating a sculpted/3D inventory that emitted an icon onto the inventory slot. The latter would be more thermo efficient but might require more finicky business in terms of making it look clean.
@@meanlad I forget, do text displayers not transform (change position) via key frames?
@@MidnightWolfSDJthey can now but they never used to
Yesssssssssssssss epic as always
Thanks Jason! Appreciate it mate 😁🙏🏻
Meanlad, bro! Great tutorial, friend.
Stephen mate! Such a pleasure 🤩🙏🏻🙌🏻
@@meanladthis is great meanlad! keep up the good work 😊
love your videos. Your personality is awesome. You are subtly hilarious. keep up the great work!
Aw! That's super nice of you to say 😭 Thank you mate!
Meanlad as always with banger tutorials.
Eyyyy, thanks Tammi 😊🙏🏻
@meanlad can you exactly tell me how you did the touchpad thing showing to press the touchpad
Hey mate! All you have do is type in it's important to include the angle brackets!
Dreams icons are typed with angle brackets etc.
Emojis are typed with colons :grin: :nerd: :rofl:
Hope that helps mate! And definitely check out TAP's page that I link on the description.
I just get to the stage where i should be moving around the icons but the computer logic keeps mesaing up , only some highltight and register but mathss add up, just the squares not makong the visual when in inventory, i been around in cycles for hours but just cant seem to get it to work, i usually watch for videos a few times when i get atuck to pinpoint where we difffer, it appeaes on yours the calculators have operand 1 disabled while ita highlightable on mine, possibles messing with the system.
I notice you tried to use L1+triangle on the on-screen text box. I don't think that works, though--as seen by the grid not looking square to the view after you do it. Like, if you were looking at a funny angle and used that it wouldn't work at all sort of thing.
A trick you can use to get a grid matching the screen is to screen-snap the chip, then use L1+triangle on a gadget inside it. As it's perfectly facing the view, its "grid" will be perfectly oriented to the view also. And now while you don't move the view you have a perfectly straight grid to use for on-screen stuff :D
"A really awesome page by TAPgiles..." (TAPgiles does a little head-bobble dance)
Using a light touch on R2 is suuuuper handy for adjusting the position of stuff, particularly finnicky on-screen text :D
I tend to make text in-scene nowadays and stick it into a head tracker. Makes it a lot easier to get in close, move a load of stuff around at once, things like that. Or even just use sculpts and paint straight-up :D
I think when it's 0 it sends 0, not a negative number ;p But yeah... people often don't realise that signals that power stuff are just numbers. So just wire straight in--no need to check if it's 1 or whatevs. :P
I was thinking, it might be better to put the item icon displayers into a chip per icon. Makes it more tidy in that UI chip, and also means you can power the whole chip or unpower it.
The setup you used won't work so well if you want it to be persistent, so that the player leaves and comes back and still have the sword. A slightly different setup would sort it, though. Instead of powering the destroyer when the player enters, power it with the variable value.
So... trigger zone sets the var. Var kills the sword. If the player returns, var still kills the sword. :D
"Connecty-connectington."
When you want to have a signal depending on which integer it is, I find it a lot quicker to use a selector. Wire the int into the active port input. And now you have a signal from the channel the int corresponds to. So, 1 selector for X, 1 selector for Y.
Then instead of lots of AND gates, I'd use the chip trick. 1 chip for X = 0. 1 chip for X = 1. Probably just a Y selector in each chip. And now if (1, 2) is selected, it would be in the X = 1 chip, and the 3rd output from the Y selector in there.
I actually tend to use "in-scene logic" for this kind of thing. It can make things a lot, lot easier because you can sort of modularise things and use the position of things to dictate how it works. In this case, I have an old tutorial on how to make a grid menu with a completely different, in-scene method. Check it out :D ruclips.net/video/RYpmmDjwcYc/видео.html
You probably also want equipping to only work while the inventory is open I guess?
Ye boi!!
Oh dang! That head tracker strat is such a great tip! Thank you 🤩🤩🤩 oooh, and I don't know about screen snap #learningeverydayyyy
Ahhh, that makes sense. So that the sword wouldn't just be lying around if they come back into the scene 🤔🤔🤔 that's a good point for persistency stuff
Hi meanlad I’m new to dreams and decided to make the inventory you made and I can’t seem to get the moving around the inventory to work one of the and gates is always on and the rest are always off I followed everything exactly what u did please help!😢
Ya boy! 😊
Connecty connectington if the connectington dynasty
🤣🤣🤣
Oooooooh! This is great!!!
Ooooh! Thanks so much mate 🤩🤓😎
The press touchpad is not working, it keep writing letters instead of using the touchpad - _-
Hey Meanlad I’m new to dreams, and your video is super useful. I’m just having problems with the inventory system. When I open the inventory and press the button to equip the item, the item appears. But when I close the inventory my item disappears. Then, if I open my inventory again, the item automatically appears in my hand without me having to press the button to equip it.
Welcome to the Dreams community mate! Woop woop! Happy to have you 😁
It sounds like the logic that makes your item visible (the variable, calculator and key frame) are inside the same microchip that powers the inventory interface. I would recommend moving all those bits of logic outside of that microchip and onto an entirely new microchip outside of your puppet. 😁 At the moment, when you deactivate the interface that includes all the logic inside, including your equip logic. 🤓 Let me know if this works or if you need another explanation 🙌🏻
There's no easy way to have them sort themselves in the inventory, is there?
With no arrays its pretty hard to sort in dreams. If I had to go off the top of my head, every slot would need a variable. Then each slot would need to have an icon for every item you could acquire. Each icon would correlate to a value (e.g., sword is 1, bow is 2, etc.). So, if you pick up a bow as your first item it would set Slot 1 to 2,and the bow icon would show up (it would do this by adding 1 to a counter that sets the icon as visible). Then when Slot 1 is greater than 0, deactivate it and activate Slot 2 (you could use a selector). Then the process repeats. The only problem is that every icon will have all the logic and icon data and, as such, is pretty thermo heavy.
If you had a 3d inventory with sculpts it would be chill because you could emit the icon and teleport it to a particular slot's position (determined by a tag) rather than having to copy the icon each time. 🤓
How do you do touch pad press become it’s not working for me
Hey mate, you should find it in the controller sensor. What's not working about it? 🤓
I touched it but it wasn’t working and you are rather rude
Sorry mate! I meant no offense 🙏🏻 hmm, if it's not working then it could be a problem with the controller itself 🤔 otherwise maybe check the important properties to check that the possession settings are working alright (possessable or remote controllable should work) 🤓
@@meanlad ok thanks
Very nice!
Thanks mate! 🤩 Appreciate that 😁
Muito obrigado pela ajuda 👍
De nada 👍
Can you make an bow and arrow 3D camera guide. Thanks meanlad your a pro 🎃🙏
Ooh, that's a toughie but a very cool idea 🤓 hmm, I'll put my mind to it and see what I can figure out 🤩
@@meanlad thank you so much 😁 your the best
awesome!!
Thank you mate! 😁🤩
i thought you said short
It's a lengthy one this week 😂
Can you do a Tut on how to make a stand from jojos
ZA WARUDO
What you thinking like summon a stand that would fight alongside you (like an AI) or one that replaces your normal attacks. So like if you press square normally you would have Jotaro doing a punch but then if you summon your stand then if you press square Star Platinum would punch instead?
What sorta vibe you looking for?
@@meanlad one that replaces your attacks
@@meanlad Toki wo tomare!
@@meanlad does that like mean you might do it? Cuz I know this sounds ambitious but I wanna make a JoJo game where you go around morioh doing quests for characters and when you do those quests you can get stand arrows and fight bosses with them but this would probably take forever
yea boi
Yea boiiiiiii
Stuff like this… It just seems like there should be a MUCH more streamlined process 😒
Inventories, Health Bars, Missile effects all require a whole class session
The controller drift makes everything twice as taxing, using stuff from other dreamers usually has its own problems as well with unnecessary sculpts to sky effects attached to what you’re stamping it’s all so discouraging.
Thanks for your feedback mate! I think it can be tough out here sometimes and that's why I think it's great that dreams has such a helpful community of creators. Also the new update 2.35 is going to have a bunch of new templates/game bases! 🤩
To be honest though, you are probably not going to find any other coding language that is easier to understand than dreams. But in order to obtain the game of your dreams, sometimes you do have to work hard to achieve it. So if it means watching several RUclips tutorials to understand how the logic works and how it can be applied, then so be it! I prefer Dreams logic over C++ or any other coding language.
That stuff be like: [sei&ahdks_|£~¥\~£\*~] and you are just like what?
Then Dreams be like: You take this wire and it plugs into this socket and wham, an outcome that is better defined and understandable than the other languages.
I thought you said rasengan
If we get some interest I'll make it happen 🤓
I want rasengaaaannnn
Aw man
Can you make a video just for me
Like a privately one
1st
I invoke the Algorithm
Thanks mate! 🤓
Join me in the next video 😅🤣😭
Yeahhh 😂😂😂 Equip me to your inventory in the next video 😎😂