GameMaker Studio 2 - Inventory Tutorial

Поделиться
HTML-код
  • Опубликовано: 29 дек 2024

Комментарии • 136

  • @kasuki3291
    @kasuki3291 3 года назад +84

    This new style of tutorial is much better than before ! Good job and thank you Shaun !

    • @SaraSpalding
      @SaraSpalding  3 года назад +17

      It won't apply to every video but will be more common among stuff that's more complex.

    • @msPacmanization
      @msPacmanization 3 года назад

      The 'elaborating' style (if that's what you mean with 'before') helped me a lot to gain a firm understanding of what is going on, but if it's not about basic concepts but about how to get it done, this style is also fine.

  • @CoffeeAI201
    @CoffeeAI201 3 года назад +19

    These videos have helped me create:
    - multiple player inventories
    - unlimited chest inventories
    - drag and drop items between inventories
    - quick add between inventories
    - add all from chest to player based on space available
    - JSON save/load system to store all of the information
    Thanks so much Shaun.
    My next goals are:
    - stacking
    - sorting by type

    • @bitterlynx7844
      @bitterlynx7844 Год назад +2

      I was very curious about stacking, i have a feeling it will be quite difficult

    • @fivenightsatbonnieslayth5865
      @fivenightsatbonnieslayth5865 Год назад

      I want to close and open my inventory can you help me? or give me an idea of what codes to put in?

    • @8bitenial313
      @8bitenial313 9 месяцев назад

      @@fivenightsatbonnieslayth5865 global.inventoryOpen = false to control it's status and if(global.inventoryOpen) check inside draw event

  • @mdstevens0612
    @mdstevens0612 3 года назад +13

    I feel like scripts like "remove" "add" "search" and such are such a no brainer but for the longest time I struggled to conceptualize it. Great tutorial, Shaun!

  • @yuolden
    @yuolden 4 месяца назад +2

    When I first saw this video, I didn't quite understand it and just copied the code and checked the results. After a year, I started to gradually understand what this video was talking about after making a few prot types. The example of fitting the last combat ship inspired me. (I was abandoned for an attractive inventory system.) Thank you!

  • @oddesteagle
    @oddesteagle 3 года назад +35

    Wow I'm currently trying to create an inventory system but haven't found a good one yet, I've watched your old tutorials but I feel lost not knowing which method to use, thanks for uploading this video!

    • @micyoz5283
      @micyoz5283 3 года назад

      Same! I’d tried and failed at making my own from scratch. Actual life saver

  • @erikblaas5826
    @erikblaas5826 3 года назад +9

    Very good tutorial, so much information and practical coding in such a short timeframe.
    Some suggestions for continuing this series;
    - Make a special row of slots for quick access, something like the one used in minecraft.
    - When using an item or deleting from the list start from the back, so the inventory keeps it's filled slots to the top and front of the list.
    - Make a few extra icons inside the inventory window, one for dropping an item and one for destroying an item to drag the items to with mouse.
    - Make a split screen inventory for multi player and merchant type interactions. To the left the person you're interacting with and to the right your own inventory. With some action icons for offering items and accepting the offer of the other person.

  • @pixelricebowl
    @pixelricebowl 3 года назад +76

    Don't be dumb like me: meticulously rechecking the code multiple times, wondering why nothing is happening when running the project, only to realize I forgot to put the inventory object in the starting room.

    • @msPacmanization
      @msPacmanization 3 года назад +3

      happens to me almost daily

    • @erikblaas5826
      @erikblaas5826 Год назад +1

      I often use a controller object, mostly build in into a menu controller.. this object is the only thing I place into the room, the controller creates the other instances to be placed in the room so I can see what is needed and where, and can easily add or remove in this list.

    • @pronax5734
      @pronax5734 9 месяцев назад +1

      Bro I wrote draw_sprite_stetched and wonder why it's not working XDDD

    • @blobof4294
      @blobof4294 5 месяцев назад

      @@pronax5734 i had 1

    • @SmilerGD
      @SmilerGD 4 месяца назад

      THANK YOU

  • @RosenbergDev
    @RosenbergDev Год назад

    I was about to tell a whole paragraph on why you should make a new and "updated" version but then i realised that i missed a single , and then the whole thing worked.
    Welcome to programming me!

  • @ZCheVskY
    @ZCheVskY 3 года назад +2

    perfect timing on this video Shaun! I was literally just finishing up the ARPG series when you uploaded this. I was just thinking to myself "I really hope i can find a good resource for an inventory system" haha. Thanks so much for all of the work you have put in! It has helped me and many others SO MUCH! I did run into some problems with the saving and loading features on the ARPG series, not sure if it was an issue on my end or not, but I will have to rework it later on down the line. In any case, thank you again!

  • @ipokiller2g940
    @ipokiller2g940 3 года назад +1

    The editing makes it so much easy to understand, Tq so much Shaun ✨

  • @NickNitro
    @NickNitro 3 года назад +9

    mucho gracias broski

  • @Lodwow
    @Lodwow 3 года назад +1

    Great! I have tried to find a good tutorial but noone have done a complete series! I would love to se how you can pickup an item with the mouse and also how to make like the Number one itemslot to make that the player holding it or something like that!! Shaun, you are absolutly the best youtuber I know! Love everysingle video of yours!!

  • @BritBox777
    @BritBox777 3 года назад

    I see a nice change of format for these tutorials. Clear and fast, just how I like it.

  • @robertb67
    @robertb67 3 года назад +2

    Awesome! I'm glad you are keeping this simplified. I see a lot of inventory systems that are mouse based. It would be nice to see a tutorial on how to navigate an inventory system using a game controller or keyboard buttons instead of using a mouse cursor.

    • @SaraSpalding
      @SaraSpalding  3 года назад +3

      That's generally easier actually as you just operate on slot numbers / grid positions rather than arbitrary mouse coordinates.

  • @chadkennedy5050
    @chadkennedy5050 2 года назад +4

    Make sure to set the sprite origins to Top Left, GML does not default to this unless you tell it to in the options. I was having some overlay issues because of this.

  • @Toxic-hd1ck
    @Toxic-hd1ck 3 года назад +2

    Yes, I am VERY interested.
    Keep up the good work m8!

  • @Yosuke_Hanamura
    @Yosuke_Hanamura 3 года назад +1

    Saved me from a mental breakdown once again; You're the best dude, lol

  • @Thenesrookie
    @Thenesrookie 3 года назад +7

    Hey man! Big fan of your tutorials. I know you're probably sick of people asking for videos, but I'd love to see some more boss battle videos or even paid tutorials some time?
    Thanks for all your great content 😁

    • @SaraSpalding
      @SaraSpalding  3 года назад +11

      Boss battles is a tough subject for the same reason this is a tough subject. Everyone wants something different. It's harder to find something generic for boss battles.
      I don't really want to do paid tutorials, udemy "courses" etc, as I'm already paid to make these free videos for everyone and I'd rather my incentives stayed that way.

    • @Thenesrookie
      @Thenesrookie 3 года назад +3

      @@SaraSpalding that's a great point, it is a very broad subject. Maybe even some basic boss ai tutorials like movement seqences or so it attacks, then does x animation then does another attack? Sorry if I'm talking complete nonsense or if this is supposed to be basic stuff. I'm not really sure where to start where it comes to more complex ai that doesn't involve it just following the player and doing one attack😅

    • @memeguy8185
      @memeguy8185 3 года назад +2

      @@Thenesrookie try state machines, there are a lot of tutorials for this and even on this channel

    • @Thenesrookie
      @Thenesrookie 3 года назад

      @@memeguy8185 will check it out. Thanks! 😊

  • @micyoz5283
    @micyoz5283 3 года назад

    I’d tried and failed at making my own from scratch. Actual life saver, tysm

  • @CoffeeAI201
    @CoffeeAI201 3 года назад +1

    Shaun thank you. Looking forward to this!

  • @VOLDESMOR
    @VOLDESMOR 3 года назад

    Thank you so much! This new style of editing is awesome, appresiate the extra effort you put in. It makes it much more snappy and easier to understand

  • @42_gaia
    @42_gaia 3 года назад

    Thanks for keeping this up, Shaun! Legendary!

  • @lv3082
    @lv3082 3 года назад

    This is an absolute God send!
    I think where most people struggle in terms of inventories is how to manage the item data structure e.g. object item that has various characteristics. What is the best practice way to setup, store and handle them.

  • @hylt0n
    @hylt0n 3 года назад +1

    awesome, quick, straight to point!

  • @DanteCorwyn
    @DanteCorwyn 2 года назад +3

    In case anyone gets stuck with this issue I had, where the sItems and sSlot sprites where offset from sInventory, make sure that the origin is the same for all three. For whatever reason middle-centre will show them offset, but having them all at top-left will work.

  • @nicholasalexander9922
    @nicholasalexander9922 3 года назад +1

    And this is why Shaun Spalding is the goat of GameMaker Studio

    • @scotsparaman
      @scotsparaman 3 года назад

      Goat?!… not exactly a compliment… especially in the UK! 😂

    • @nicholasalexander9922
      @nicholasalexander9922 3 года назад +2

      @@scotsparaman Hahaha, apologies, where I am from, goat is an acronym for greatest of all time

    • @scotsparaman
      @scotsparaman 3 года назад

      @@nicholasalexander9922 😂… brilliant

  • @isurvolte
    @isurvolte 6 месяцев назад

    Im impressed that those magic formulas to make the slots break line works within my inventory system which is really different from this tutorial

  • @jaech2146
    @jaech2146 3 года назад +3

    Great video! Any ideas on how to stack items?

  • @MAYOFORCE
    @MAYOFORCE 3 года назад

    Had a particularly difficult but fun time designing an Earthbound style inventory system not too dissimilar to this, but also features multiple arrays for each party member that can trade items, give items, equip items, and throw items away. The inventory always sorts the items upward as well. Towards the end of it I was thinking about how a Final Fantasy style inventory would be made which would be easier in some ways and harder in some ways.

  • @Sharlenwar
    @Sharlenwar 3 года назад

    Haha, amazing tutorial basics to create a foundation to work from. I appreciate you doing this and look forward to more. Going to use this in my personal project working with pieces from your Action RPG series. Thanks for helping people learn GMS.

  • @supahfly_uk
    @supahfly_uk 3 года назад +1

    That's awesome thanks Shaun.

  • @DiamondWolfX
    @DiamondWolfX 3 года назад +4

    I think probably the most common extensions you could cover are:
    - An inventory which can be rearranged
    - An inventory which, upon removing an item, moves the later items over so the only empty slots are at the end
    - Stacking multiple of the same item together in a given slot
    While I'm here, a video I might like to see is over how to set up enemy AI/pathfinding/those sorts of things.

  • @VivianPanda
    @VivianPanda 3 года назад +1

    I love your work! and i have a good idea for a future inventory tutorial! mouse controls!

  • @BonytoBeastly
    @BonytoBeastly Год назад

    Any idea how to make equippable items? Have a character equip a helmet for instance, and then have the helmet display on the character?

  • @diddyplays9845
    @diddyplays9845 2 года назад

    7:00 What does key press - R say? I wanted to link it to a key press I and a pause menu option just not sure which command to use hmmmmm. Any idea appreciated!

  • @AGoodBean
    @AGoodBean 10 месяцев назад

    My game is simpler so I just added a for loop to the object... If I add more objects I'll use the inventory function but for now I just called oGame.inventory and looped along i to check for empty slots.
    Thanks for the base version and the drawing, it helped a lot!

  • @digitalswordplay
    @digitalswordplay 3 года назад

    So I followed this tutorial and everything worked great down to the tee! The only glitch is that if you don’t place it in the correct spot in your room, the slot sprite will be offset from the inventory and potion sprites. Just takes some trial and error to find the sweet spot in your room.

    • @digitalswordplay
      @digitalswordplay 3 года назад

      Update: I had a typo as I went though my code. All is well!

    • @wishifil
      @wishifil Год назад

      @@digitalswordplayik it’s 2 years later and there is probably no way you remember what was wrong but, do you remember what it was?

    • @kokdolfn
      @kokdolfn 24 дня назад

      @@wishifil idk what was wrong for him, but if your problem is that the inventory slots are slightly offset, check if you activated nine slice. That was my problem.

  • @ovva8020
    @ovva8020 10 месяцев назад +1

    i kind of figured out how to code stacking...just create anothor array call quantity, and fix o_mouse events and functions. i guess it'll be better to use struct but i know little about it. thanks to the video by the way, it gives me encouragement stronger than ever:))

    • @blobof4294
      @blobof4294 5 месяцев назад

      i used a mashup of peyton burnhams inventory tutorial with this one, most of the code is from this tutorial but the items are structs and right now i am working on stacking, i really recommend peyton's tut bc thats how i learnt about structs if you still want to

  • @Mystical-TEDDY_
    @Mystical-TEDDY_ 3 года назад +2

    How am i supposed to get the inventory to show up when I run it PLease help

  • @jjca_travel
    @jjca_travel 3 года назад +1

    great video! very helpful

  • @jag-ca
    @jag-ca 2 года назад

    Does this still wokr? Cause I got an error message during 3:22 at lines 7 and 5 and number 2 has a warning saying "number of arguements for draw_sprite_stretched expected 6 got 2"

    • @SaladAss1
      @SaladAss1 2 года назад

      Probably didnt seperate the parameters with comas

    • @jag-ca
      @jag-ca 2 года назад

      @@SaladAss1 i did, i compleatly copied it character by character i even asked friends if there was any difference al of them said no

    • @SaladAss1
      @SaladAss1 2 года назад

      @@jag-ca well it’s not the codes fault, you’ve obviously made an error.

  • @SquarePancakes
    @SquarePancakes 3 года назад +1

    Ok this is what I need

  • @Karnoobus
    @Karnoobus 11 месяцев назад +3

    even that explanaition is not enough to understand soem basics on simple examples (why i do that , and what will happen if i will miss that that and that) sorry for dumb

  • @digitalswordplay
    @digitalswordplay 3 года назад +1

    One quick follow up question... I created a little player that can move around the screen, and I want to pick up and item. In the item objects step event I did a place meeting with the item object and the player, and then called the add function with an instance_destroy after it. Unfortunately it gave me a weird error about something not set before reading it, but could figure out what was not set... should I be replacing "id" with something else in order to successfully pick up the item ? - Cheers :)

  • @SKstudiosfin
    @SKstudiosfin 5 месяцев назад

    My way of doing inventory was to create multiple inventory slot objects and after the item collides with player it moves to first empty inventory slot which it finds with place_empty(x,y,list_of_objects);

  • @lazylight007
    @lazylight007 3 года назад

    Great tutorial 👍

  • @toetentanz1337
    @toetentanz1337 Месяц назад

    make sure to set all the sprite origins to top left!

  • @thomaswhitehead484
    @thomaswhitehead484 5 месяцев назад +2

    Help! Please! This works great. I want the Inventory in the GUI layer and I cannot make that work. If I move the code to the "Draw GUI" event, it still shows correctly, but the mouseover functions break.

    • @allofyoualways
      @allofyoualways 3 месяца назад

      hey, did you figure this out? I'm having the same problem

    • @kokdolfn
      @kokdolfn 24 дня назад

      @@allofyoualways try creating a new instance layer specifically for the inventory and placing the inventory object on that layer

  • @KL_Hunting
    @KL_Hunting 3 года назад +1

    Can u please do a drag and drop inventory with stacking please

  • @lloyd011721
    @lloyd011721 8 месяцев назад

    how do i convert this into a stackable inventory, that displays qty and item name without using a ds grid?

  • @fenicz6344
    @fenicz6344 3 года назад +1

    +1 inscrito, a legenda em pt-br ajudou muito, thank you.

  • @cxndr2444
    @cxndr2444 3 года назад

    Is Structs now a better way to do this now? I've seen a few struct based inventory systems now and there seems to be a lot of advantages but I'm having a few struggles implementing in the correct way. I'd be really interested in a structs based tutorial for inventory systems if it is a good solution.
    Also this new video style is big poggies. Super easy to follow the logic.

  • @NaudVanDalen
    @NaudVanDalen 2 года назад

    I got 6 blue potions in a row the first time and 7 in a row the second time and also 7 orange potions in a row a bit later. It seems that randomness in GameMaker produces these rare events way too often. And yes, I did use randomize() because otherwise I'd get the same every single time.

  • @sharkt8to966
    @sharkt8to966 3 года назад

    Oh cool I’ll save this for later

  • @tctrax
    @tctrax Год назад

    Does anyone know how I would add stacking to this system? Been trying but can't find out which way to do it and where you would put the code.

  • @dlnopatates
    @dlnopatates Год назад

    I don't know why but the drawing part seems not working for me and i can't find where's the problem. can someone help me?

  • @buuduuthe9464
    @buuduuthe9464 3 года назад

    I did create a similar system, a bit further and mine works fine with keyboard but can you show us how to use the mouse on the inventory once it is drawn ?

  • @Alex_MB
    @Alex_MB 3 года назад

    Cool video, thanks!

  • @eu_gaap
    @eu_gaap 4 месяца назад

    How create a stacking inventory?

  • @Kosta-e2y
    @Kosta-e2y Год назад

    I need help with the tutorial.
    I have watched both and when i press play its just shows the backround and no inventory slots.
    I cant find the problem and i hope someone can help me because i am new programmer with no experience.

  • @Augoeides32
    @Augoeides32 8 месяцев назад

    When you remove an item from the inventory array, how do you make it so that all items "slide left" to fill in the gap that was created? I need a system that sprite draws to adjust to these item slot removals.

    • @AstriaTVTruthExposed
      @AstriaTVTruthExposed 7 месяцев назад

      Majority of games don't do this. 90% of the games ive played in 23+ years the slot stays empty if the item is used. No need to complicate it

    • @Augoeides32
      @Augoeides32 7 месяцев назад

      @@AstriaTVTruthExposed It's not about what other games are doing, it's what I want to do. And the game I'm remastering does exactly this.

  • @creepermax4167
    @creepermax4167 Год назад

    Why are the inventory slots stacked on top of each other?

  • @maxknickerbocker8278
    @maxknickerbocker8278 2 года назад

    is there a way to make individual rows have different lengths?

  • @NoSubstances
    @NoSubstances 3 года назад

    Im interested at making something like the binding of isaac item system can you help

  • @phearedphantom
    @phearedphantom 4 месяца назад

    I just made it a global variable
    So i am having a problem with the inventory variable. When i click on the gui slot it throws an error because inventory isnt a global variable
    Error:
    Variable .inventory(100004, 9) not set before reading it
    Traces it to oMouse object
    If (mouse_check_button(mb_left)) and (slotHover != 1) and (inventoryHover.inventory[slotHover] != 1)

    • @phearedphantom
      @phearedphantom 4 месяца назад

      This prob should have been put in the 2nd video...

  • @bernard6552
    @bernard6552 2 года назад

    Hi, where do I start in your videos to learn how to code in GML?

  • @trammy1019
    @trammy1019 3 года назад

    Could you make a resident evil style inventory tutorial?

  • @PixelsLtd
    @PixelsLtd 3 года назад

    Hi Shaun, your tutorials are excellent and have really helped with the game myself and my partner have been developing since the pandemic started and we've been locked at home! I purchased your dissolve shader via the store and its worked perfectly for 9/10 use cases we've thrown at it, but we've found a very weird glitch. I emailled you about it around 3 weeks ago using the "send message" on the YoYoGames website, but got no response. Have you changed email perchance?

  • @briancarter9197
    @briancarter9197 3 года назад

    What's up with the nine slice? I can't get it to work. I have it ticked and using the draw sprite stretched and it's only drawing the front left of it.

    • @SaraSpalding
      @SaraSpalding  3 года назад +1

      Have you dragged the purple lines into the right place? You have to use them to cut it into 9.

  • @LuigiXHero
    @LuigiXHero 3 года назад

    2:43 YOU CAN DO THAT? I've been using game maker for years and never tried that. Lol

  • @sethanderson9719
    @sethanderson9719 2 года назад

    So how do you add something to the inventory when the player collides with it?
    Right now I have the function
    InventoryAdd(id,2);
    in the collision with the item I want to add, but it gives me the error
    "unable to find any instance for object index '-9' name '' at gml_Script_InventorySearch"

    • @blobof4294
      @blobof4294 5 месяцев назад

      im getting variable index out of range, did you ever find a solution to this?

  • @javardolawrence7605
    @javardolawrence7605 2 года назад

    how do i get the object to follow the view port and scale with it.I place it in the room and it does its own thing at the side of the screen.

  • @MiguelAngelValdepenaDelgado
    @MiguelAngelValdepenaDelgado 10 месяцев назад

    se puede lograr en gm1.4 estoy aprendiendo a crear inventario en gm1.4 please .saludos ...

  • @digitalswordplay
    @digitalswordplay 3 года назад +1

    Hey Shaun, just curious as to why you went with arrays rather than a ds list or ds grid system?! … I’d personally found this very helpful and straight forward. Would you be able to add stacking and sorting as additional videos? Cheers :)

    • @SaraSpalding
      @SaraSpalding  3 года назад +4

      Because it's simpler, doesn't need manual cleanup and we don't need any of the features/benefits of ds structures. It might get swapped out if we add something that demands it, but given how flexible arrays in GM are since 2.3 it's kinda hard to see it.

    • @robertb67
      @robertb67 3 года назад +1

      @@SaraSpalding I'm very glad you chose the more simple direction of going with arrays.

  • @simoniko1016
    @simoniko1016 2 года назад

    how can i add items upon touch?

    • @lebobshark
      @lebobshark Год назад

      collision event with item or player. InvAdd();

  • @emiledlund9559
    @emiledlund9559 3 года назад

    How to equip items?

    • @SaraSpalding
      @SaraSpalding  3 года назад

      You could move the items to a second inventory that counts as your "equipment" and only allow certain items in certain slots, etc.

    • @emiledlund9559
      @emiledlund9559 3 года назад

      @@SaraSpalding thought as much. I think I could do something with states to change characters abilities and sprite

  • @25_centai
    @25_centai 2 года назад

    I got error :((

  • @thomaswhitehead484
    @thomaswhitehead484 5 месяцев назад

    Turns out, you do have to actually check the Nine Slice button or everything goes horribly wrong.

  • @mrdarmac
    @mrdarmac 3 года назад +1

    💖

  • @TKCubes
    @TKCubes 2 года назад

    4:31

  • @NaudVanDalen
    @NaudVanDalen 2 года назад

    I spent 17 minutes on the first 2 minutes because of the lack of included sprites. I don't need any source code because I can follow along, but included sprites (like in platform tutorials and ARPG) would be nice.

  • @aeolian951
    @aeolian951 3 года назад +1

    I decided to also add these 2 functions. They make "Don't Starve-like" crafting very easy to create:
    function InventoryCount(rootObject,ItemType)
    {
    var ii = 0
    for (var i = 0; i < rootObject.INVENTORY_SLOTS; i += 1)
    {
    if (rootObject.inventory[i] == ItemType)
    {
    ii += 1
    }
    }
    return(ii)
    }
    function InventoryClear(rootObject,ItemType)
    {
    if ItemType == -1
    {
    //clear ALL the inventory
    for (var i = 0; i < INVENTORY_SLOTS; i += 1)
    {
    inventory[i] = -1
    }
    }
    else
    {
    // clear an exact item
    for (var i = 0; i < INVENTORY_SLOTS; i += 1)
    {
    if (inventory[i] == ItemType) inventory[i] = -1
    }
    }
    }

  • @NaudVanDalen
    @NaudVanDalen 2 года назад

    My inventory is tiny while yours is giant.

  • @Havi666
    @Havi666 5 месяцев назад +1

    followed exactly still got a blackscreen, fucking cool

  • @cices3196
    @cices3196 3 года назад

    well, it doesn't work for me...
    I wrote "#macro inventory_slots 15;
    rowLenght = 6;
    inventory = array_create(inventory_slots, -1);
    randomize();
    inventroy[0] = 0;
    inventory[1] = 0;
    inventory[2] = 1;" to create event and "draw_sprite_stretched
    (sInventory, 0, x-6, y-6, 12+rowLenght*36, 12+(((inventory_slots) div rowLenght)+1)*36);
    for (var i = 0; i < inventory_slots; i += 1)
    {
    var xx = x + (i mod rowLenght) * 36 + 2;
    var yy = y + (i div rowLenght) * 36 + 2;
    draw_sprite(sSlot,0,xx,yy);
    if (inventory[i] != -1);
    {
    draw_sprite(sItems,inventroy[i],xx,yy);
    }
    }" into draw event, then, I tried to play it and it didn't start and I got like a thousand errors

    • @JustGhostkey__
      @JustGhostkey__ 2 года назад

      same...

    • @Madworld130
      @Madworld130 Год назад +1

      This is a year late but if anyone else is having this issue:
      You're consistent with it, but it is spelled 'length,' not 'lenght,' just fyi. Not sure if it's on purpose or not.
      Your actual issue though is that semi-colons do not go at the end of a macro. So your line should read:
      #macro inventory_slots 15

  • @Havi666
    @Havi666 5 месяцев назад +1

    dude leaves out several important parts just assuming you know how to do it, like actually saving the sprite then applying it to the actual object so you can actually have a result.
    0/10 video

    • @SKstudiosfin
      @SKstudiosfin 5 месяцев назад +1

      What do you mean "saving the sprite"?

  • @brkdark2159
    @brkdark2159 Год назад

    2:42