Waiting!
Full disclosure: I didnāt buy this system (yet) - I was provided access to it in order to help test it. Thought it might be handy for anyone considering purchase to have a review handy though, and the system definitely deserves praise soā¦ here it is! XD
The Action RPG Inventory System is a very well designed, logical and easy-to-use system that will allow all users, from newbie game designers, to seasoned unreal experts, to quickly incorporate, customise and iterate on inventory designs. The entire system is very clean and self-contained which makes it easy to expand upon and plug into both new projects and pre-existing ones alike.
The example content provided is an excellent demonstration of one way the system can be used, and indeed many will find that system to satisfy their needs and build upon it. However, the way the inventory is designed itās core strength really is how easy it accommodates different visual and mechanical designs. It can be used in any type of game and not just RPGs or as the demo content demonstrates. The example content provides a great demonstration that will give you ideas on how to incorporate it into your own projects.
This inventory is a great addition to the marketplace, and should be an easy asset to use for anyone who has even the most rudimentary understanding of blueprints.
Hi. Just wanna Hear if there is any problem with the release of it. I mean it is the 27th January and i cant find it in the marketplace. Any information about it?
I hope that it is coming finally today or tomorrow marketplace. not yet or then I have some problem with marketplace
Marketplace hasnāt been updated yet. I think it should be in the next hour or so.
āeditedā
or not lolā¦
/me taps his foot impatiently. been waiting for this since you announced it !
refreshing the search page every 30 min
lol I know right?
I feel this asset has been the most anticipated arrival in awhile!
Iāll probably have to buy it after work today, although I was hoping it was up this morningā¦ and then again now on my lunch break. /big_sigh
haha
its here! thanks man!
works as advertised, couldn be more happier, very VERY good job.
There is one little bug they are fixing
Editor Warning *
Project names must not be longer than 20 characters.
You might have problems saving or modifying a project with a longer name.*
Fix
When you create a project if you see the editor warning that the project name is over 20 characters simply exit and rename the folder from ActionRPGInventorySystem to ARPGInventorySystem.
Or simply name it ARPGInventorySystem during the create project process until they fix that little issue
Also please feel free to reach out to me for support in any of the following channels:
Skype: VanguardInteractive
Email: support@vanguardinteractive.com
Slack: @Pirate on UnrealSlackers slack group
or simply message me through the forums.
Is there a way to make the camera work like the standard third person template, without the click and drag and have the cursor only pop up when the inventory is open?
Yes, just give me a little bit and Iāll make a quick tutorial video showing what to change and Iāll post it here.
*** Update ***
Tutorial: FPS Controls w/ Toggle UI Mode
Thank you that would be awesome!
Been playing around with this in my survival project. Itās nice and clean. Probably the best package Iāve seen on the marketplace so far.
I was able to make my own lootable NPC, however the Gold Amount seems to be capped at 208 for setting the quantity theyāre carrying. I havenāt been able to find where that max value is stored. Thoughts?
The *Item *Amount and MaxStackAmount variables are a BYTE which is capping *Items *to have a max **Amount **of *255 *(a BYTE can be a value of 0-255).
It was done as a network performance optimization (you may have noticed in a lot of games the max stack size is usually up to 256).
But now I think itās a little overkill, so Iām going to change it back to an **INT **to keep it simple for people in the next update.
The *Item *properties are in the Items/ItemList. If an *Item *is set to IsStackable than the Amount can be between 1 and MaxStackSize
So if you are trying to set the Item **Amount **higher than *256 *that is why you are seeing this issue. When looting *Items *of the **Currency **type it ignores the MaxStackSize, but because the *Item *amount is a **Byte **itās causing it to set it back below *256 *when the **INT **is turned into a BYTE
I will submit the fix ASAP.
*
I am also recording a video tutorial going over how to change the **Amount **and **MaxStackSize **to INT, as this will serve as a good example to show where you need to update in the system when you make changes to your *Item properties. The video will be online tomorrow
Added this into a survival game project me and a friend are working on, and it is very easy to setup, now its time to try to add a crafting system to it, for the price i think its well worth it.
Awesome. Awesome. Awesome!
Best asset I have purchased on the Market by far! (but **** that US to CAD conversionā¦$$$)
Glad to see the camera āfixā is easy to implement, and thanks for the video Pirate.
One thing I am wondering about that I have come across, is there a way to reset the Character/Inventory/Player Health boxes?
If the demo is running in window mode and you click and drag a box off screen, itās gone for good!
I also found that when it is full screen you can drag and flick the boxes right off the screen, never to been seen again lol
It would be great if there was a āRe-initialize UIā button that would put all boxes back on screen in their default position or even if the boxes could only be dragged to the edge of the screen and then couldnāt be pushed over past the edge of the box.
Also, the item info floaty box always appears down in the bottom right corner. It would be great if it popped up near the item you are hovering over.
(Probably something we can change on our own easily enough)
I just havenāt got that far yet!
Amazing work though, itās so cleanā¦
You can make the dragable boxes so there screen bound, so they canāt be dragged to far off the screen, this will probably be fixed in a update but i can show you how this can be added in once Iām home from work.
Also, you can easily set it up so the windows always open at the same initial location. This may be something you might want to do depening on the project and should only take a few minutes. Setting the item hover location would be a quick change as well.