Hey folks, I started on the highly demanded series for this long, long tutorial. Please feel free to join me. I will be posting updates to the series daily until it’s completed. Please subscribe to my YouTube channel so that you can receive notifications of when this series is updated. Enjoy and thanks for joining me!
NOTE: THIS SERIES IS CURRENTLY INCOMPLETE BUT NEW VIDEOS ARE BEING RELEASED DAILY UNTIL FULL COMPLETION
Just for newcomers: This tutorial is a series of parts that will introduce you to a fully functional networked inventory system. As shown ,
Great! I was avoiding the whole HUD inventory part for a while so this is very useful.
ps. nice going showing the end result first - often lacking, and I should do the same with my own inventory tutorials, now I’m instantly sold on following along with the HUD implementation (instead of skipping ahead to the last part to check what we’ll be making)
Good job!!
I know it’s a long process and people might just want a template to plug and go ahead with their own ideas.
But it is a good learning process by itself while you try to explain things to people, where you might find better method and solidify your knowledge.
I wish you luck and publish a kick *** game in the future.
I believe I have a better way to draw the inventory(That doesn’t include 5 hotbar highlight settings and up to 50+ inventory ones (Not sure if this is how you handle your inventory as well).
When drawing my inventory (Can be done with the hotbars as well) I utilize a single texture as the backdrop (If I ever consider doing an increasing inventory size/Window resizing - I will probably give the base item a texture draw that will expand the inventory as it gets bigger dynamically). I then draw the first inventory slots hitbox(index 0), once that is drawn I save the hitboxes position into a 2d vector array(Index 0 of the hitbox position array now matches up with index 0 of my inventory hitbox).
From there I do a mouse over event check to find which box is hovered over, save the bool that its being hovered over, and do a branch check and only draw the material if its true. Please see my pictures below.
Drawing of the hitbox and saving of that hitboxes position
Once that information has been drawn I receive the draw call to draw my hitboxes as the mouse overs happen and utilize the below to detect which hitbox to highlight.
Also is a video of it in use.
://www.youtube.com/=pQA57JOQpsk
EDIT: Yes, my inventory system looks like a mess currently. This is due to it still being built upon and I haven’t taken the time to truly clean things up.