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Hello, I would like to ask you for advice on how to implement a menu with clickable buttons.
I can not understand if it's better to use objects, sprites drawn on GUI or both.
My idea is to create a simple grid in the center of the camera that contains several clickable and indipendent buttons...
Hi.
I am trying to code my inventory stuff.
So far I have an inventory with 'mymaxitems' slots and the latest slot which actually contains an item is the number (mytotalitems)th. It turns out every item of the inventory is an instance of obj_Item, for which then I assign the sprite and the...
Hello, I'm working on an RPG-Roguelite game and I would like to add an Inventory/Crafting system. I don't know where to start so it would be nice if someone could suggest someplace as a tutorial or website where I could begin learning to make this. Also, if some of you already made this could...
I have an inventory set up, using a ds_grid. The inventory is displayed on screen, showing values by getting them from that grid, using ds_grid_get.
I've ran my game on debug mode and noticed that overtime, my memory usage goes up. Profiling my objects led me to specifically my inventory...
There seems to be some sort of odd bug where the collision box and the actual object do not line up on the y position.
When the game is running and when I scroll through my merchants inventory with the middle mouse button the inventory objects will scroll up and down on the y position, but the...
I've saved ds_grids before, but I'm not sure where to begin with saving a 2D array and everything I've tried from google hasn't worked. What would be the best way to save the inventory array without changing it all to ds_grids?
repeat(Inv_Height)
{
xx = 0;
repeat(Inv_Width)
{...
Alright I'll just boil this down, I have a ds_grid inventory system (28 slots) and an item cap per item (90). Works as intended, but I have this issue that when a inventory slot equals the max amount of an item or more then when I pickup another item it will go into another slot. Leaving the...
So I am trying to make an inventory for my game and I am having a problem. I have 5 different items that the player can pick up and so i decided to parent them so that I didn't have to check for an overlap for every single item.
Obj_Item_Parent Create
var Id
Obj_Item_1_Create...
Right now I am using a separate 2d array to hold the container items. The code below works as intended creating the item boxes to represent the container and its items within it (Obj_tst_Container).
However, this code only works on a single object. If I try to duplicate the code and apply it to...
GM Version: Game Maker Studio 1.4 and 2
Target Platform: ALL
Download [GM2]: https://drive.google.com/open?id=1F75KZuS9Lnl_W5m-Ml-mthe5OD_jIAVi
Links: N/A
Version: 1.0.2
Change Log:
V1.0.0: Initial release.
V1.0.1: Removed some conflicting code in the draw event.
V1.0.2: Removed some...
I'm trying to create an inventory and I hit a snag. I have a object called obj_invbox and it has a single variable initialized in the create event. I have a for loop that will create that object multiple times but the variable in my previously mentioned object needs to be set differently.
For...
Hey!
I am extremely new to game maker studio 2, and I had a few questions for an RPG I am making using drag and drop.
First is how to make a save and load menu. Honestly I have no clue whatsoever about how to do this.
Second, I am trying to make an inventory menu system so my players can pick...
I've been thinking about this for some time now, and I would like your inputs and perspectives.
I was thinking, at the start of the game.. creating a DS grid which acts as a spreadsheet for items in game containing the pertinent and full list of all items per category.
Individual instances of...
I followed Shuan Spalding's inventory tutorial, and it was really good. But I am trying to make an inventory whereby scrolling with your mouse wheel, you can selected slots in the inventory for things like breaking and placing blocks. I can't seem to figure this out. I tried scripts, while...
I have the following code. Just for reference, ds_grid_get(playerInventory, 65, i) is the status of the object, and ds_grid_get(playerInventory, 0, i) is the name of the object.
for (i = 0; i < ds_grid_get_height(playerInventory); i++) {
if ds_grid_get(playerInventory, 65, i) == "Equipped" {...
I've been trying to figure out my inventory for and RPG, and this is the idea I have:
1. Set up ds_maps containing information for each individual item (sprite, name, description, script for what it does when used etc)
2. Set up ds_grid for inventory, then use a script to add that item to my...
Hi,
I began GML a week ago,
I'm starting a top-down RPG and my items have a lot of stats (bonus hp, defense, magic-fin, durability, quality, rarity, type, price, name, attack speed...), that I need to carry on easily each time I move items (picking them up, storing them in inventory or stash...
I might just be dumb again, but i'm having trouble with reading values from a ds_list.
Currently experimenting with a simple inventory system i thought of, and the part that i can't figure out is how the ds_list_find_index() function handles finding no free space when "picking up" an item.
The...
I'm fairly new to GML and GMS2 but I've programming in different languages for 6+ years and I wanted to make an inventory system but using Game Objects so I can make use of Inheritance. for example:
I want to store Potions.. but "Potion" is just a base Object... the actual object would be...