#How can i make a inventory grid system?

1 messages · Page 1 of 1 (latest)

late surge
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Im trying to make an inventory grid system, it looks like this:
https://www.youtube.com/watch?v=8sm7hSogvXQ
Any ideas on how i can make one?

A complex inventory system that:

• Has a 10x2 inventory grid system with a 10x20 vicinity grid system and an equipment section
• Checks every time an object that's considered an entity by a customizable module is close to a player; when that happens, the item shows up in the vicinity section by taking up a designated number of grids in the modu...

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static terrace
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oh boy thats a lot to make...

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especially because

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some things take multiple spaces

late surge
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Where can i start?

static terrace
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making the guis

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so you can also expand this with backpacks etc?

late surge
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Alright

static terrace
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don't you want a rust inspired invetory system instead?

late surge
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No

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i want it like tarkov

static terrace
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ok i see.

forest flower
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Do you got the some basic tools ready?

late surge
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Working on it

forest flower
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I'd say first do the basics of all the different types of tools

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Then make a module for the tools to make the have space, weight

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So each tool will have their own stat

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Then start working on the basic ui don't make it look good at the start you need to make it functional first

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UI the GRIDuiLayout element

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for the grids

late surge
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Like this?

forest flower
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yeah

late surge
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Hm

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Guess i will work on the module stuff now

forest flower
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I might create a system like that and open source it

late surge
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oh

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How much time will it take?

forest flower
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I can't work on it full time as I have school + internship program so I would say maximum 1 month as I want to make it easy to use for everyone

late surge
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Oh...

late surge
forest flower
forest flower
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There will be a settings page for my system

late surge
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for space should i use vector2?

forest flower
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I'd say a tile system would be better than calculating the size

late surge
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i want it like tarkov tho

forest flower
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I think tarkov uses a tile system

late surge
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it doesn't

forest flower
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So there are tiles

late surge
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i got an idea

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but it might sound dumb

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What if we use a grid placement system

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and use viewport

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so it acts like an UI

forest flower
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Well that's what I was saying

late surge
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You know what

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screw it

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lest just make a simple gird inventory

static terrace
visual summit
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I might have something to help

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this is a gui module I made, it has dragging, rotating and overlap, should allow you to make a system like that

late surge
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Ooooo

visual summit
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the only module you need is the GuiManager2d module in ReplicatedStorage and the stuff in it

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I am actively working on it so it'll get updated in the future, but it should still be useful as it is now

late surge
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Alright i will look into it later

visual summit
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alright

late surge
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how do i rotate this one?

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@visual summit

visual summit
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I might have broke the clamp system, one sec

late surge
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@visual summit Code is kinda confusing

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Looks organised tho

visual summit
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yeah, v1.5 is kinda experimental, tryna clear the over-engineered junk from the previous version, I'll show you how to use it in a sec

late surge
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Alright

visual summit
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I've published a fix

late surge
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Alright

visual summit
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right, now I'll explain each function

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.Draggable() sets up and returns a table of connections to allow the ui frame to be dragged, if you want to stop dragging, use :Destroy() on the object returned by the function. The first parameter is the gui element you want to drag, the second is a table for adding clamps on the X or/and Y axis (and the option for it to only apply once the mouse button is released), and the third parameter is a table for adding a grid on the X or/and Y axis (and once again only applying when releasing)

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.Rotatable() is similar to .Draggable(), just there's only X for the clamp and grid

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.Overlap() is similar to workspace:GetPartBoundsInBox(), but 2d. You pass the gui object to overlap with, then a toSearch table, filterList and filterType (I may allow this function to take ZIndex into account at some point)

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.CreateInstance() is just an Instance.new() wrapper, I'm thinking of removing it

late surge
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i wanted a pre-made gui

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instead of using a script to make it

visual summit
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that's why I've changed this version to return an object for functions that need them instead of having the whole thing be OOP

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tryna make it easier to implement with other gui modules and stuff

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there's also events that you can connect to, but you can disable them through .UpdateSettings() or just in the module if you don't want them to fire

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and attributes

late surge
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Also,

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Is there anyway of making a Draggable and Rotatable

visual summit
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not at the moment, the main reason being rotatable is based on the AnchorPoint, and not where you click

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if you try to use both at the same time, it's very buggy

late surge
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hm

visual summit
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but I do want to update Rotatable to be based on where you click so you can use both

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not sure how I'll do that yet though 🤣

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I also wanna add a Toggle function into the objects returns by Draggable and Rotatable so you don't need to connect and disconnect constantly

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but I'm currently busy modeling a bunch of stuff

late surge
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Oh, what is it?

visual summit
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some assets for a cooking game I help develop

late surge
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Oh cool

static terrace