Game Maker Studio: How to Create a Easy Inventory System for Android?
GMS File: https://rb.gy/zamcvx
Similar Video's: https://rb.gy/wngtd5, https://rb.gy/tvqycu
Code File: https://rb.gy/mqi3wn
Link on how to save a INI File, https://rb.gy/6zfls8
Note: 2/21/21: If you wanted to continue to the next room with your inventory you collected from the first room, you can do this. Make o_draw and o_global mark them as Persistent. Do not put o_draw and o_global in the next room, only in the first room. Then, when player moves outside room, say go to next room, then you would still have you're collected items. I just don't know how to save and load inventory yet. This means, when you exit game and go back to it, you will not have your collected items. So it works if you continue to play, but when you exit game, it will be gone.
Idea Example: You could have two levels, then at the end of the 2nd level, deactivate the o_draw and o_global, then the 3rd level could be a Bounce level, it would save there, then do a collision and hit something activating your o_draw and o_global which then inventory would be zero items, but you could recollect and move to next level with items collected in Bounce level. So when you exit game and load it back up you would be at the Bounce level with zero inventory, but recollect, before time runs out, then go to the next level with your items.
Note: Go to Global Game Setting up at the top next to plus sign, Android tab, be sure orientation is set to landscape, update splash to a black screen. You can make your own Splash Screen using a room. I've got a video on that. Graphics check interpolate colors between pixels, 24 bit, Device Support Any device supported, Size 1024x1024 or 2048x2048, 1024x1024 will work more so on older devices, but the image will not be soo crisp. Amazon and Permissions are blank.
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Forgot to add to Code File:
Backing, for the inventory items, location its going to be placed.
Events:
Step
Actions:
x=view_xview[0]+20
y=view_yview[0]+5
Events:
Draw
Actions:
draw_sprite(sprite_index,image_index,view_xview[0]+20,view_yview[0]+5);