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JCInventory, Grid based jigsaw Inventory for your projects

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    #46
    M i blind? I cant find this trello card anymore? is this dead? O.o

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      #47
      It is released now, you can find&buy it at the marketplace

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        #48
        OMG i was indeed blind there it is O.o THX!

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          #49
          @aWinter "As most users probably 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?"

          100% this, of course!

          Also, thanks for the heads up.
          Last edited by Staggerlee; 05-14-2015, 09:09 AM.
          JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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            #50
            one more bug i noticed if you drop the skull in the last right row of the player inv window you can't smash it anymore

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              #51
              i made an extra paypal account just to buy this :3 so at the new update i will buy this instantly! Hurry up im waiting for this.

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                #52
                Originally posted by Staggerlee View Post
                @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.
                Hey Jack! Thank you and yea after looking over your code, complexity is the word of the day!

                I at the very least tried to pick my way through some of your BP's, such as JCInventoryCore and JCInventoryLibrary each with 30+ Functions and I didn't know where to begin, what would break something elsewhere nor how to make meaningful additions/changes...

                ...so now I'm thinking what will be more empowering to users is documentation, including categorizing which Blueprints the user should focus on if they wanted to do things such as change how items can be used in the world for interaction, additional menu options (like my 'Craft' idea) and adding attributes to items (the 'Ammo' idea). I know a bunch of these Blueprints are 'support' functions (e.g. GetItemDataName, randomly chosen), so we'd need only to be pointed in the direction of the Blueprints where meaningful changes can be made.

                This isn't a criticism but I did expect the Blueprints to be fully commented, explaining what was happening (within reason) at any given chunk of nodes, and again how users can modify the code without breaking it. I've spent years with Unity and assets from the Asset Store and I've become accustom to that degree of support from an asset, even if it took a few versions before the developer was able to accommodate users.

                That said, I'm very impressed by your work and look forward to seeing JCInventory evolve!

                Thanks again Jack

                -Steven

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                  #53
                  Hey Steven, this weekend i will be making documentation.
                  I'm aware the current documentation is limited and old. I will be working very hard to resolve this. I am also working on a new version that will change the layout of the functions so you know only the needed functions to extend the system with ease. as you say, the ones with "meaningful changes".

                  Thanks for the good attitude and understanding, i will roll out this documentation as soon as possible. Expect a function breakdown around Monday (if not wens)!
                  JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                    #54
                    Sounds great and again thank you for your time Jack!

                    -Steven

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                      #55
                      Great to hear you are working on some documentation! While going through the functions I've found a lot of nodes being unconnected to any execution line /event. Are they preset for some features that haven't made it into the current release, or are they just obsolet remainings I may delete safely?

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                        #56
                        Sounds like feature creep to me, or debugging.
                        there are a few instances i can think of that where left for customization, wait up for the function breakdown if you want to be safe!
                        JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                          #57
                          Pretty sweet asset, proper documentation would be nice though. Other than that 10/10 would bang again

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                            #58
                            HOW DO I ADD THE INVENTORY TO MYCHARACTER?! i really have no clue on how to do it. You said it's a 5 minute install but i'm lost. What's the process of installing the inventory to a character?

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                              #59
                              Originally posted by gotgrassct View Post
                              HOW DO I ADD THE INVENTORY TO MYCHARACTER?! i really have no clue on how to do it. You said it's a 5 minute install but i'm lost. What's the process of installing the inventory to a character?
                              15 minute install, Everything set up with interfaces so you can plug your own characters in right away!
                              And u still require to have basic skills of blueprint and project management.

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                                #60
                                I Have more than "basic skills" of blueprints. All it says is "Everything setup with interfaces so you can plug your own characters in right away!" And there are alot of interfaces in the project, i don't know wich ones to use. But i got it working, i just parented mycharacter to the JCInventory Charaacter and everything works fine. I Only have 1 problem: I Can't figure out how the "Equip" Feature works. When i add an item to an equip slot, i don't know how to get it to do what i want. Like lets say i add a pistol to the equip slot, i want it to print a string. How could i do that? i've been trying for hours.

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