GMS: How to Create a Image Drop in Inventory? (Over View)

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Published on ● Video Link: https://www.youtube.com/watch?v=3UJCPBZd7rM



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GMX File: https://bit.ly/3rXMzW7

Code: https://bit.ly/3pfqIX9

Update 4/24/22 Note: New Video Coming Soon, about How to go back into you're game and Items are gone from you're inventory, if you used them. One thing I need to go over again is the code about each item in inventory, each item need, you need to change (id) in the code to a number. Example (10) Each item needs a unique number, so game maker studio knows if you used it or not, otherwise items can come back, once you pickup another item and it's placed in inventory, once you return to game.

Note: In each of your items in the inventory, in the Events: under Destroy, over to Actions in the coded sheet, don't used instance destroy, use instance deactivate, so when you play game again the item you just used in you're inventory will be gone, if you use instance destroy, it will not be gone, until you play the game for a second time. Instance activate and deactivate work best with variables for some reason, over using instance destroy.

Note: Be sure when moving to the next room that you turn on you're inventory, so everything moves over to the next room. Even though you're items are persistent, they need to be visible on screen to move to the next room. Example, You can have an object following character not shown, the object will make a collision with door leading to the next room, which will switch inventory off button to on, same as you would if, you use the mouse click on inventory button to turn it on.

Next Video: GMS: How to Create Stacking?

Next Video: GM: Save to Position in Fake 3D Game?

Next Video: GMS: How to Change Object Solid, to Transparent when Collision happens?

Next Video: GMS: How to Enter a Building & Leave? (Cut Away)

Next Video: GM: A Look into Text IO (Brief Over View)

Next Video: GM: This may happen, if I can get it to work. How to Create a Jump in Fake 3D?







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