I will not be adding datastoring built into InventoryMaker.
Very nice Recource! This is saving me a lot of work! Will you be working on a DecreaseCapacity function aswell? I would really appreciate it!
I genuinely did not even think to add a DecreaseCapacity function when I added a IncreaseCapacity function XD. How could I not think of this??
Yes, I will definitely be adding it. Thank you for this
Looks cool, GJ.
A suggestion for cross platform support is copy pasting and integrating the input module system from the roblox places (like the race place) or any other (I am pretty sure) then doing needed modifications to then support that system which in turn adds a very easy to modify and easy to add input system.
Nooo!! This resource has so much potential
I feel like adding datastoring to this would be very inflexible tho considering many devs use different ways of datastoring, itās good that itās purely an inventory framework
How would I go implementing this though? Its important for my RPG game
Youād need to edit the source to make it work around your own games systems. We cannot read your mind dude so when you ask āhow to add itā, it can be subjective.
Let me know if you need help writing the documentation. If you just give me the code and explain how functionality works then I can likely write it for you.
Of course youād probably need to go over it and correct any mistakes but should be relatively simple.
I pretty much finished all the documentation for the API. I just need to work on the tutorial section but, I can release each tutorial later, after Iāve copied over the files to github and everything.
I just wanna get it out already lol
v1.0.0 is now released.
Tons of bug fixes and a new server component. Hopefully, the docs website can get you familiarized with everything. The demo place contains many many examples of how to use InventoryMaker, so use that to your advantage.
I am here to help!
Iām pretty sure it wasnāt that hard to understand what I said. How would I implement this. Tables? Values? I guess you couldāve figured that out from what I said.
Great resource, thank you
Although I went and added the option to drag and drop into containers similar to default backpack like in this clip:
Ooh nice. Was that using the dragged out callback? Really curious as to how you did that.
It is in ādraggable.OnDragEndā under the āif switchFlag == SWITCH_NONE and not stackedOnDrag thenā statement, it is not where I want it right now since I just referenced to the UI objects directly, all I did was check if the check if mouse was inside BackpackWrapper instance in that instance, look for first empty slot, and use the same switch function you use for that slot
This has huge potential, and you should continue to improve it!
Any plans to also make it phone compatible ?
thatās actually the next update. Iām actually basically done, but thereās just this weird bug when im on mobile emulator and the inputs for opening a hover prompt or context menu just donāt trigger at all sometimes. Iāve only encountered the bug when im play testing in studio with the mobile emulator. I havenāt encountered the bug playing on my actual phone though.
Maybe itās just a mobile emulator thing or maybe itās my code lmao
man if that is the only bug and it works when you play on your phone that is greatā¦
if it works on phone, does that mean it works on tablet?
when do you think you will have the phone one to check out?
are you also going to then do console?
yeah, it should work with any mobile device: ipads, tablets, phone, etc.
Iāll probably release it some time today.
Console will have to be held off. Iām not familiar with console so it would be difficult for me to get a gauge on what inputs feel comfortable