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Gob's Day 3

A topic by Dreamaise created Jul 05, 2022 Views: 229 Replies: 6
Viewing posts 1 to 7
Submitted(+2)

I will give you all of the highlights.

What I'm trying to achieve with flair can be seen here. https://app.milanote.com/1O6ofN1Emg5X2V?p=gBj88BpgdiG 

Main menu works except exit(obviously).

My Storyboard and also credits to make the game more immersive.

Settings menu (only button works atm)


Main Game scene:

-UI working

-Click to drag working

- Tooltip working

-First series of 12 Gobs done

- Inventory system done but bugged out and misbehaving.(tomorrows job)

-Fixed Gob "Bug" (Try and make a cylinder 2 sided with different images I dare ya! hahahah)

Finally chose a Gob Backside image.


Hope is all well on all your progress you all have been making. Some seriously creative people out there.

Frustrated with my Inventory system, so I called  it a day a tad early, Tomorrow.  

Happy Building!

Submitted(+1)

Just going to bookend my day 4 log here as it will be short. Nothing worked today in trying to drag and drop the gobs into the interface like at all. Right at the end just now I got my foundation to just right click and add to inventory not what I intended but It will work. I cant  waste any more time trying something that's not working. Then I noticed the time and will call it a day on a small win. 

Till Tomorrow

Submitted(+1)

Another hard fought day against my Inventory and lost again. Tomorrow I will reach out see where I went wrong. I cant get this inventory system to instantiate anything for shit. Cant even fully understand where the Instantiation happens without the word instantiate. All my code is running but being blocked somehow not recognizing the UI and putting objects into it.

{

    Inventory inventory;

    public GameObject inventoryUI;

    public Transform itemsParent;

    InventorySot[] slots;

    // Start is called before the first frame update

    void Start()

    {

        inventory = Inventory.instance;

        inventory.onItemChangedCallback += UpdateUI;

        slots = itemsParent.GetComponentsInChildren<InventorySot>(true);

    }

    // Update is called once per frame

    void Update()

    {

        if (Input.GetButtonDown("Inventory"))

        {

            inventoryUI.SetActive (!inventoryUI.activeSelf);

        }

    }

    public void UpdateUI()

    {

        Debug.LogWarning("Updating UI");

        for (int i = 0; i < slots.Length; i++)

        {

            if (i < inventory.items.Count)

            {

                slots[i].AddItem(inventory.items[i]);

            }

            else

            {

                slots[i].ClearSlot();

            }

        }

    }

I believe this is the Instantiation part and that the flaw lies within however I have no clue. I can Say that the Debug .Log("Upadating UI") is not getting tripped at all.

Any help  would help would be good as The inventory is critical to my Game working properly.

Till tomorrow

Host

Hey friend! I'm not familiar with what you're using but if you're able to join the Discord you could potentially ask for advice there? This is looking great already--love the credits screen haha.

Submitted

Thanks I will look into that option tomorrow, 2 days on one system is to much haha.

Submitted

At the end of the day I had to stop doing the not working inventory and revert back. Tomorrow I will get into defining battle states and work on the gob positioning timing etc. Basically move forward without a inventory and just have a tally on the screen, and hope to finish at this point. Till tomorrow.

Submitted

Made some awesome progress today leaving the not working inventory in my dust. 

betAmount = 0;

 Instantiate(gobsList[Random.Range(0, gobsList.Count - 1)], new Vector3(0, 1, 0), Quaternion.identity);

 betAmount++;

My favorite code for the day, It pulls a gob's from a folder in my Assets at random and spawns it on a highly specific spot. Depending on the bet amount is how many spawn here look. 

- The amounts and buttons are working.

-Initial Scatter coroutine figured out

- Battle states Defined

- Start State Finished

- Player State finished

Plus likely other stuff I didn't write down. When my Ui is working and I have some animations and better sequencing I will have to post a  teaser video .

Good day and I Didn't look at YouTube For Nothing! (I used Codecademy's Cheat sheets lol)

Till tomorrow!