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A member registered Nov 20, 2019 · View creator page →

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Brilliant! Now... can you get it to "play" the dot-dash "beeps" morse code audio?

So we can incorporate it and actually HEAR it in our game!

 eg. encode: SOS HELP MAYDAY! Coordinates x,y NEED ASSIST! SEND EVERYONE! ;)

AWESOME! :)

Hi. What is the output? A single image? Can we use this when playing GM ingame videos? ;)

Thanks.

Thanks.

Can we set the MAX RANGE to scan? (ie things outside that range are not visible.)

Also, can we define which objects we wish to detect? (ie Mode 1: Everything, Mode 2: Enemies, Mode 3: Allies, Mode 4: POI, etc.)

Can we set the MAX RANGE to scan? (ie things outside that range are not visible.)

Also, can we define which objects we wish to detect? (ie Mode 1: Everything, Mode 2: Enemies, Mode 3: Allies, Mode 4: POI, etc.)

Can we set the MAX RANGE to scan? (ie things outside that range are not visible.)

Also, can we define which objects we wish to detect? (ie Mode 1: Everything, Mode 2: Enemies, Mode 3: Allies, Mode 4: POI, etc.)

(3 edits)

Does it cast shadows?

** Is it possible to set feathering/softness around the edges of lights (eg. around the sharp torchlight, etc)?

** Can this "engine" be intergrated into our own games easily, or do we need to move our game into this "engine" instead?

** Is everything commented?

** Is there a Youtube tutorial for using it? 

** Any documentation?

Thanks.

Heh. Must be Unity kids: What is this YYZ?! Surely a scam! :)

(8 edits)

Ok. I've played with this a bit. VERY NICE example. :) Here is some feedback:

(1) ERROR:

If we quickly click-n-drag a stack or item, we get this error (This usually happens when items are dropped ontop of the slots, and then if we click item, the slot and item get crossed signals. Perhaps make it so any dropped items do not spawn atop the slots.):

### ERROR in action number 1

### of Mouse Event for Left Pressed for object o_inv_slot:

### Variable o_inv_slot.SlotSave(100010, -2147483648) not set before reading it. at gml_Script_InstanceItem (line 16) -    _createValue.SlotSensore = other.SlotSave;

### gml_Script_InstanceItem (line 16)

### gml_Object_o_inv_slot_Mouse_4 (line 4) -        InstanceItem(other, x, y, "HUD", o_grap_item);

#######################################

ERROR 2:

So this happens when we change: item_index = 19; I don't understand what this item_index is for. I have tried using ID for the #, but that fails as well. If we have the SAME # for multiple items (eg 4) then all items go to the same slot. Naturally we will have hundreds of inventory items in our games - so I don't understand how to use this item_index. Is there a video tutorial? Manual? How can we increase a inventory item limit for hundreds of items? Also, we cannot MANUALLY keep numbering them - we need a way to auto-assign these numbers in the scripts. They should simply match the "item name" and slot in same slot, otherwise next slot.

ERROR in action number 1

of Mouse Event for Left Pressed for object o_item_carrot:

Push :: Execution Error - Variable Index [19] out of range [10] - -6.item(100020,19)

 at gml_Script_ItemAddSlot (line 7) -                                    if (item[_itemIndex] = true){

gml_Script_ItemAddSlot (line 7)

gml_Object_o_item_carrot_Mouse_4 (line 1) - ItemAddSlot(item_index);

###################################

(2) There seems to be no upper limit on STACKS. I tested this to 4000+ items. Please declare variables in the CREATE event for each item/bag/container. That way we can custom define stack size, how many slots, how wide, how tall, what dimensions, etc.

(3) The ability to SPLIT stacks is needed. ie Select, press X, stack splits into 2. If there is space, they will occupy 2 slots. If there is not enough space, they will occupy what they can, and the rest can be dropped outside the bag.

(4) MERGE stacks. Same as (3) but opposite.

(5) MULTIPLE BAGS on the screen (different sizes and capacities).If we try to reuse your code for making different bags on the same screen - we get "ghost" item errors. :(

(6) Dragable bags. So we can move our bags about. Has ANCHOR or TOP LABEL to drag with.

(5) BAG system for crafting. ie A Definable Crafting table (basically a bag with specified slots). Slot0 == "recipe". Slot1 == ingredientType1, Slot2 == ingredientType2, Slot3 == ingredientType3, Slot4 = Resulting output. //Various types can be defined in the CREATE event and in each item.

(6) SHOPKEEPER Bag with items for SALE. Our BAG with our items. We drag and drop in middle BAG to complete sales and purchase. etc.

(7) Items to be picked up by PLAYER when colliding with items in the WORLD. The items automatically end up inside the inventory bags (if not full).

(8) When dropping items, the option to drop items in a different room via controller (eg we drop item vis RMB in the EQUIPMENT ROOM -> The items then drop in the WORLD room, after we LEAVE the EQUIPMENT ROOM.)

AND The ability to auto-send items to "bags" (ie different room/EQUIPMENT room) when colliding in the WORLD room. 

(9) Oh and Multiple TABS, for large bag sizes! [1][2][3][4][5]... OR Unlimited SCROLLING via scrollbar!! :)

(10) IMPORTANT: Self-Explainatory VARIABLE NAMES. names like xx, yy, aa, aA, ab, Sj, is not easy for users to understand the logic of what is going where etc. Please name vars so they are easily human-readable and understandable.

(11) Please COMMENT EVERYTHING. No matter how insignificant. Let us know what each section is doing.

Many thanks. :)

This looks very SNES/Final Fantasy style inv with DPAD/cursor  controls. Can we have a Drag-n-Drop system instead with mouse? Can the player walk into items in the world and they go into the inventory? Can we create and split stacks? Can we drop items in the world? Can we have multiple bags with different capacities? How can we use this for a crafting ingeredient system? How can we use this for shopkeepers item listings and sales? How commented is the code? How easy is it to change and expand? Thanks.

That looks promising, but I can the items be dragged and dropped? The bag is just text, can we have a slot system? Can the player walk into items and they go into the inv? Can we create and split item stacks (eg mushrooms, eggs, etc)? Can w eprevent some items from becoming stacks (eg swords, shields, quest items)? Can we drop items in the world? Can we have multiple bags with different capacities? How can we use this for a crafting system? Or shopkeepers ? How commented is the code? How easy is it to change and expand? Thanks.

Thank you. :)

Is the for GameMaker? 

Can the player walk into items and they go into the inv? Can we split items? Can we drop items in the world? Can we have multiple bags with different capacities? Can we use this for crafting system and shopkeepers easily? How commented is the code? How easy is it to change and expand?

(1 edit)

Can we please see a Youtube demo please ? That single image doesn't show any function. Can the player walk into items and they go into the inv? Can we split items? Can we drop items in the world? Can we have multiple bags with different capacities? Can we use this for crafting system and shopkeepers easily? How commented is the code? How easy is it to change and expand? Thanks.

Hi. This looks robust. But is there any English explaination? Is the code commented in English? Any voice tutorials? How easy is this to modify? Can I have multiple bags? Different bag sizes?  Can bag inventory scroll if the bag is large/huge? How do we define the crafting elemnts like you have shown? Can we use this for a shopkeeper? etc.

Could you make this into a Isometric Room "MAKER" tool ? That way people can use your various templates (and import their own graphics/models)  to expand and make their own rooms? ie models import, lighting, colour changes, textures, etc. Otherwise this is very limited and of no actual use for game developers. Thanks.

Hi. Could you post some sample music videos on youtube as the unity plugin is not working in the browser. Also, when can we download this software for our own projects (Windows 10)? Will it have the ability to export the music as .mp3 etc files? Will we be able to use the resulting music in our own commercial projects?

Is this tool and the resulting assets 100% Royalty Free for commercial use?

If CC, then who do we credit? Thanks.

Is this tool and the resulting assets 100% Royalty Free for commercial use?

If CC, then who do we credit? Thanks.

I agree!

Prop Generator community · Created a new topic License?

Is this tool and the resulting assets 100% Royalty Free for commercial use?

If CC, then who do we credit? Thanks.

Are these assets 100% Royalty Free for commercial use?

If CC then who do we credit? Thanks.

Are these assets 100% Royalty Free for commercial use?

If CC then who do we credit? Thanks.

Are these assets 100% Royalty Free for commercial use?

And if CC, who do we credit?

Are these assets 100% Royalty Free for commercial use?

Are these assets 100% Royalty Free for commercial use?

Graphics look amazing! :)

Amazing game and super-cute graphics! :)

Good looking graphics! :)