This release finally uses Godot Engine 4.4. It adds the
GGCraftingSystem
singleton and updates the
GGInteractable2DStrategyCrafting
class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries.
Some syntactic sugar was added as well. You can now easily iterate over an
GGInventory
object to iterate over its contents:
The inventory addon now also includes an export plugin, which automatically excludes the editor addons from being included in exported games. This helps reduce the size of the
.pck
file.
To make interactions easier, the addon now includes a
GGInteractable2DStrategyExpression
class. This makes it easy to add one-off interaction integrations without having to create a new class.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …
Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …
The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …
Inventory System 2 Alpha 4 available
This release finally uses Godot Engine 4.4. It adds the
GGCraftingSystem
singleton and updates theGGInteractable2DStrategyCrafting
class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries.Some syntactic sugar was added as well. You can now easily iterate over an
GGInventory
object to iterate over its contents:The inventory addon now also includes an export plugin, which automatically excludes the editor addons from being included in exported games. This helps reduce the size of the
.pck
file.To make interactions easier, the addon now includes a
GGInteractable2DStrategyExpression
class. This makes it easy to add one-off interaction integrations without having to create a new class.For additional details, please see the alpha 4 changelog.
The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.
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Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …
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