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Fideltfg

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A member registered Aug 28, 2017 · View creator page →

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(3 edits)

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

Version 0.0.5 alpha has been release.

Great! If you need any help implementing it or find any bugs please let me know.

(11 edits)

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:

  • Crafting with Recipe System
  • Moveable chests with distinct inventories
  • Character Panel with item typed slots (items can also add buffs to player stats)
  • Auto saving encrypted inventories, chests and player stats to prevent data loss and cheating.
  • Full item<mouse>slot relationships and stackable items allow for simple intuitive item sorting in game
  • While the Item Catalog system allows for easy development and configuration of massive numbers of items.
  • Item collection, deployment and or use function similar to many common games making it easy for players.
  • Full Demo Scene allows you to test the entire system and imagine how it will integrated in to your next project.
  • And many more...

Thanks and please, if you try it let me know what you think.

FidelTFG



(1 edit)

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.

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select it in the inventory using bumpers, roll mouse, or press number on the keyboard.. then press E, right-click, or B on your gamepad... but thanks for playing.

Hi. Thanks for playing. Yes that is intentional. Did you complete the game? Each of the 4 main levels is progressively more difficult and larger. The boss level at the end is actually pretty easy tho if you find all the weapons and get good stats at the start.

Thanks, You did pretty good yourself.

Is there a windows version of this?

I'm not sure this will make it into the final version... it is complete but the bits running up to this level are not. We'll see

hI and wow, I totally  missed see your review. Thank you so much. This is a side project for me, just a fun Idea to see if it would work. Thanks for the pointers.  and I will keep them in mind if I ever get back to redoing this one. I'm happy you played it for as long as you did

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.

Hi all.

Just a quick update. I have been hard at work expanding the levels on Save the Bunnies.

Please read more over on the DevBlog.

Z for player one, and M for player two. Destroy all the boulders to clear each level.

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.

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wow awesome review/playtest. Thankyou. :)

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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

the missiles are guided, just lock on and fire.

hi. Glad you enjoyed it. I will take a look at the physics and see if I can fix that issue.

read the info.

This is my simple remake of Canyon Bomber. only took about 16 hours to make and is fun for one or two players. Enjoy!!

I just uploaded the next Alpha release (v0.003Alpha) please check it out.

View the change log/Release notes here.

This thread is where I will post up the release notes for each version of this game. Please check here for known issues and new features on each release.

(3 edits)


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

If you have an idea for something you think should be added to this game please post them in this thread. I can not promise your Idea will make its way in to the final game but if it does I will make sure to credit you in some way.

Post any bug reports here and I will look into fixing them just as soon as I can.