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JCInventory, Grid based jigsaw Inventory for your projects

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    #31
    @aWinter There's a few elements to the process i'm afraid aWinter. Working with epic as fast as i can. Had some strange issues when i was packing the files for the market place but that's all in the past now.

    I had some files corrupt and had to do a rollback (bless source control) and redesign the tag and backpack system,
    however this gave way to some new thinking about implementation creating a New feature, or rather an extension of the tag system. Instead of an array of Names for persistent data now there is a struct called Attributes.

    How does Attributes work?
    The default values in the struct are Tags (works like old tags), Value, Weight- however this can be extended to whatever you like. For instance in my own game i have a nested Struct called Statmod, and it holds a few Ints that represent character attribute points (CRPG style) and how it modify the characters strength, dex, con etc whenever you equip the item. Whats good about having this system inside the attributes struct is it is persistent to that instanced item rather then the items class,

    Example
    So- i can generate a dagger from my dagger class, but i can randomly assign its attributes when it is spawned effectively creating a random loot system. I'm really excited about the potential for this, and i think a system like this could tie in really well with what Rotru was suggesting before.
    JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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      #32
      Just wanted to share this implementation into my own game i'm working on (dodgy alpha warning!)



      This uses the attributes system to hold damage types and 3 ints, Intelligence, dex and strength. In my game these don't do anything yet, but i have plugged in functionality for damage resistance. Remember, because i used attributes, these values could be generated at run time for a Diablo style random item effect.

      Click image for larger version

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      Here is a image to show how i extended attributes to handle custom attributes in my game.

      whenever an item is added or removed from the system it recalculates all the equipped items total modifiers,
      For example it adds all the +ints on each item and comes up with 7,
      then it adds that to the characters base int (4) so int 11 = 7 + 4!

      JCInventory can set something like this up with ease without having to access any of the core modules! I'm hoping once it is published i can do tutorials that cover things like this with good depth!~
      JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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        #33
        when is this released?

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          #34
          I want that. NOW. This is what i searched for so long! Im definit going to purchase.

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            #35
            Originally posted by Kanizitas View Post
            I want that. NOW. This is what i searched for so long! Im definit going to purchase.
            Same, if Epic ever decide to put it up on the marketplace. These submission times are taking way to long.

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              #36
              It is a long process but i can understand the need for it (lets not go into it here as this forum is about this system not that one!).
              I will say that i'm itching to add features but cant because its been submitted. (thus showing some implementation stuff in this forum instead)

              Thanks for the kind words everyone. Epic has just got backed to me today and asked me to make the drag and drop widgets scale to there size better, its my opinion the inbuilt drag and drop system is not up to the job so i'm going to implement a solution i made some time ago to fix drag and drops problems. You might be able to see in the video that drag and drops scale can be somewhat different to the item size?

              This will fix issues such as drag and drop not functioning in full screen, scale will be 100% accurate, should work somewhat quicker.
              All of these things are good, but because i intended this as a learning resource and a base point for everyone i wanted to use the drag and drop system so the code is clean and everyone can relate with the feature. Hopefully to some this will be good news, I know some people have asked me to support full screen drag and drop in the past.

              The method i will use will be quick to implement as i will still use the 'payload' system. When making a payload i will move a canvas slot on tick/on mouse move to the mouse location, thus replicating the visual aid of drag and drop but still using its data moving and event handling properties. I use this method in my own projects from time to time and it does in fact work better then drag and drop.
              JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                #37
                can you make an action bar with this inventory ? i think almost everyone would want one

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                  #38
                  Originally posted by Staggerlee View Post
                  It is a long process but i can understand the need for it (lets not go into it here as this forum is about this system not that one!).
                  I will say that i'm itching to add features but cant because its been submitted. (thus showing some implementation stuff in this forum instead)

                  Thanks for the kind words everyone. Epic has just got backed to me today and asked me to make the drag and drop widgets scale to there size better, its my opinion the inbuilt drag and drop system is not up to the job so i'm going to implement a solution i made some time ago to fix drag and drops problems. You might be able to see in the video that drag and drops scale can be somewhat different to the item size?

                  This will fix issues such as drag and drop not functioning in full screen, scale will be 100% accurate, should work somewhat quicker.
                  All of these things are good, but because i intended this as a learning resource and a base point for everyone i wanted to use the drag and drop system so the code is clean and everyone can relate with the feature. Hopefully to some this will be good news, I know some people have asked me to support full screen drag and drop in the past.

                  The method i will use will be quick to implement as i will still use the 'payload' system. When making a payload i will move a canvas slot on tick/on mouse move to the mouse location, thus replicating the visual aid of drag and drop but still using its data moving and event handling properties. I use this method in my own projects from time to time and it does in fact work better then drag and drop.
                  I never asked for this... thx *.*

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                    #39
                    I PM'd but no response. I would like to buy a copy.
                    Team Leader | Lead Gameplay Programmer at Burning Knight Studio

                    Portfolio

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                      #40
                      In the end i did not go with a different drag and drop solution after speaking to the community. I'm happy with this choice as it keeps the project much cleaner and that's very important! I fixed the scale issue as well and made the entire system feel better. Submitted to Epic last Sunday

                      Hey Xter,
                      Very glad you would like to use this system! All the information regarding this system would be better kept in the forum so that others can benefit.
                      Its really uplifting to be contacted via PM to buy the system before it is on the market place, but i think the process of working with epic to get it on the market place will benefit the project and i want to make sure it is 100% for your projects! As as i have said to to other people in PM's please be patient! I'm sure Epic are working as fast as possible but good curation takes time. Good polish always needs testers and after making the changes that epic requested i think the system is a lot cleaner to use.
                      Last edited by Staggerlee; 04-26-2015, 03:14 AM.
                      JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                        #41
                        any news on this?

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                          #42
                          Yay it's released and before I dig in I've been watching your videos and two things popped in my head to start:
                          1. Can one change the means of using ammo? Dragging the ammo onto the weapon to reload it would in turn then allow for weapons to have different ammo types (e.g. armor piercing, incendiary, hollow point). I'm assuming right now weapons have attributes and thus could have an ammo count value as well?
                          2. Would it be possible to have either a crafting station (probably an extension of the container class?) that items can be added to OR, at the very least, ask for a confirmation of crafting? Perhaps a preview of what will be created while holding an item over another would be ideal; dragging and holding the hammer over the skull would show a pop-up which would display the icon for Dust and perhaps even a written description. This could be extended further to what the player knows will be created (i.e. recipes), so if the combination is unknown, a question mark would display instead of the resultant object. Alternatively to these two ideas, maybe the most efficient one would be to have a "Craft" menu item that would then set the selected item to it's crafting mode. At the very least then the player is anticipating this action, where otherwise the player might have only meant to swap the locations of the skull and the hammer rather than use the skull for crafting, as he might be saving it for an entirely different recipe?


                          Ideally after digging through your Blueprints I'll be more informed of all this, but I wanted to get these questions out there right away just in case!

                          Thanks Jack!

                          -Steven

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                            #43
                            This is great, Im glad someone is working on a proper inventory. There are a few problems I've run into though.

                            1. If you hover over an item in the inventory, and then close it, sometimes the description will still stay on screen.
                            Click image for larger version

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                            2. It seems a little weird to me that you cant undo the crafting youve done, when it comes to the rifle and adding the suppressor, you cant remove it which is a bit unrealistic and annoying.

                            3. If you click anywhere not on an item in the inventory, your gun is able to fire, which is something that should be disabled.

                            4. Im not sure if this is intentional or not, but when an item is equipped, you cannot drop it when its in the slots.

                            Aside from that, great work! I hope that you keep this updated!
                            Stylized Low Poly Environment
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                              #44
                              @Shirk
                              I am very excited that people are using the system!
                              I have dedicated time for going over feedback, the system is pretty big but rest assured i have every intention of keeping it updated!

                              As for undoing crafting, it can be built into the crafting system. use the hammer on the silencer to separate them. The crafting system is pretty simple, and more complex interactions are exposed to blueprint code if you like (it fires the event 'craft item' on the item blueprint.)

                              Give me some time Shirk and i will go through each point you have made (im at work now, but waiting for code to compile ^.^ )
                              Im really glad you got it working easily. I want to make a video of applying it to a premade player (what code needs to be set up basically). It will come soon!

                              As for the gun firing, you may be right. I kept it there so i could show off ammo countdown. Ill make a quick image of how to change it.
                              The description staying there is most defiantly a bug! Thanks! Will make a screenshot to fix it and update the project! Im afraid with big systems like this some small things are able to escape both epic and myself, but there should not be many/any more then that.


                              @SBodnar, both of those are fantastic ideas. The crafting system is pretty simple because i wanted to make something that people can add too. (its inspired by divinity OS system).
                              Will look into tutorials. As for reloading the gun, the gun itself would need to be a bit more complex. In my own game i have set this interaction up, i could share the code. Most of it is inspired by shooter game.
                              Last edited by Staggerlee; 05-13-2015, 11:41 PM.
                              JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                                #45
                                Hell, it's about time!

                                As most users probably, I will highly customize the system. If you roll out an update, will you provide some documentation of changes so people may easily incorporate the changes to their heavily customized projects? Also is there currently any documentation beside node comments and the video tutorials?

                                BTW. the backpack model you used is available at this site http://tf3dm.com/3d-model/backpack-59838.html with a personal use license. If you don't have some special agreement with the creator you might want to replace it with something else to avoid possible troubles.

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