I just found out there are some references to the old input system. Workaround is to ensure you have both the new and old systems installed.
I will fix this in the next few days.
ItemBar.cs(2,29): error is caused packages not being found...you should be able to fix this by updating the using statements at the top of the file remove the line
using static UnityEngine.RuleTile.TilingRuleOutput;
and you should be good.
Thanks for the feed back. Let me know if you find any other issues,
Thanks, I will look into this and let you know as soon as I can. Can you also tell me do you have the new input system installed?
PlayerInventoryv1.1\Assets\PlayerInventorySystem\Scripts\Controller\ItemBar.cs(2,29): error CS0234:
refers to the old input system used in this case to scroll the item bar selection... I had no clue this was still in there.. I will update this asap.
And what version on Unity are you on? is this happening in one of the demo's or your own project?
The known issues are:
This is not a full game. It was never designed to be. This is meant to be a some what complete inventory system for exiting or new projects. I had to draw a line at some point in order to focus on what I was trying to achieve.
The line I choose was the point at which the code path starts to branch to other areas. Such as animation, physics, FX, audio, story exc. When I reach that point I try to decouple that code and put it in the 'demo' area. This can leave the demo feeling unfinished. For example in the demo at time of writing when an item is selected it does not appear in the the characters hand. The where's and how's of how to attach the weapon or tool to your players avatar are myriad. its not practical to code for all of them. So I leave the code open for you the developer to continue as makes sense for the project at hand.
That said there are still some issues that I know of and hope to fix soon.
Mining. It's does what it says on the box. However its a bit janky due to the way I have tied it to the animations. its at that point where it's crossing the line of what is and isn't part if the inventory system. I believe I can rain it in eventually.
Documentation: It does exist. I am the only person working on this and that's the boring part game dev. Plus I kept changing things so much it was hard to keep track. So I end up just adding comments to the code to explain everything. I promise I will work on some guides and videos to show you how to deploy this.
Dropped object TTL and durability. Durability kind of got forgotten about a while ago. I could not work out how to make it consistent and persistent when items where being moved around, used, dropped and picked up. I have since worked this out and this issue should 'fade' away as I go through the item catalogs and code to apply the update.
Hopefully there are no more major issues to be found. If you do find any issues please let me know and I will address them as soon as possible.
Fidel
As these things are prone to go, as soon as people start using your code, errors and edge cases start appearing. So I will be uploading a new version of the demo as I fix these issues. I have already uploaded the first set of minor fixes for the demo. Enjoy, and please let me know if you find any issues.
Fidel
Hi all,
I have written a "drop-in" inventory system for use in Unity games.
I have been developing and testing this alongside other projects I have worked on over the last few years.
It has proven to be pretty flexible and easy to adapt for use in many types of games and genre.
So I have decided to release the source for others to check out and see if I can find ways to improve it.
You can find the asset package here: https://fideltfg.itch.io/player-inventory-system
Or check the source on github here: https://github.com/fideltfg/PlayerInventorySystem
As I mentioned, it's been in dev for a few years as I worked it in to other projects, so the docs and code are not as clear as they could be. But if I get interest in this I will clean it up and update the docs.
This release is the dev branch and not from any particular game. It does however have a number a features that are common across a lot of games. Such as:
Thanks and please, if you try it let me know what you think.
FidelTFG
it depends on the stats you get when you first start the game mainly, then each time the levels load every grid square has a random value that is multiplied by your luck to see how much damage you actually do.. moving to a new grid can change how easy or hard each enemy is to kill..
Thanks for playing though. And I will be doing at least some bug fixes as soon as I can.
Hi, I have recently released a simple but fun and addictive game where the player must prevent the cute little bunnies from being turned to mulch by a never ending onslaught of run away saw blades.
Please check it out. https://fideltfg.itch.io/stb
Thanks.
Yesterday the Linux and Android versions went live. Android version is available from the google play store.
Save The Bunnies also received a great play test and review from Cryptic Hybrid on his YouTube channel.
Hi all,
I'm pleased to announce the release of my latest game, Save The Bunnies.
I'm not going to say much about it here. I'll let the game speak for it's self.
Please take a look and enjoy. here - https://fideltfg.itch.io/stb
Hi everyone!
I'm pleased to announce the first public release of Me And My Sentry Gun. A new game in early development.
The idea of Me and My Sentry gun is to mix up the TDS and tower defense genres ( two of my favorite types of game) and produce something that gives the player more freedom to build his defense while at the same time putting him on the ground and in the action. Build while you flee from the horde.
Check it out and download the first alpha release at the link below
https://fideltfg.itch.io/me-and-my-sentry-gun