Playeroth
playeroth.bsky.social
Playeroth
@playeroth.bsky.social
Learning game development. Currently on another job
thanks! 😎
March 18, 2025 at 9:21 PM
it works by using tilemaps and spawning game objects with script for the colors, but otherwise useless for now until i add proper variables to set type of a snapped tile. I need triggers on them so item and manager can check.
March 17, 2025 at 7:54 PM
I was trying a wrong approach, i was thinking on letting the item move only inside the Grid, but upon learning from other games, i noticed the item always move to the mouse and either snap to nearest grid or dont snap if not in full tiles. So now im fine on how it looks, although item isnt centered.
March 17, 2025 at 7:53 PM
thanks!

i will try for a 2D based system for now and then translate it back to 3D environment, so atleast i learn more of this system. This very specific situation is quite hard to find some info about but i really want to get it working.. and eventually will !
March 16, 2025 at 12:48 AM
Common tutorials shows grid inventory but Item occupying one slot at time. Since i want to approach like RE4, items have a different size occupying different grid slots and thats something im very new and logic is quite difficult to try myself
March 14, 2025 at 7:31 PM
im not sure if my approach is scalable, there will be other items with different sizes and i should be able to rotate them 90~. Im considering in using a 2D plane to mimic placing in a 3D, but seems to be incosistent. Since its 3D objects + rotated, couldnt find much info, not sure how RE4 did it
March 14, 2025 at 7:22 PM
@kavidevs.bsky.social Hey! you might have done a Grid System, if you dont mind to give some info about how to try this approach. its my first time. Thanks anyways

Im trying an approach very similar to Resident Evil 4 inventory, with that sightly rotated inventory to give some depth.
March 14, 2025 at 7:19 PM
tried to search for infos about grid inventory, grid RTS but they used 2D versions and i dont get how to implement that method in my 3D approach. I tried clamping position but wont be able to place on the last Up grids. I can attempt to implement 2D project into 3d but not sure, might be last resort
March 14, 2025 at 7:14 PM
clip shows me placing preview out of bounds, which last position is executed but if you look closely, im placing in a valid grid position but since the object has a pivot offset, half of it will be out of grid and so executing last position. i need some other approach
March 14, 2025 at 7:14 PM
on my approach, i have a object that is the "preview" and that one checks if the next grid contains the same size as i need, if yes, keep saving last position. Once i click, the actual object is placed in last position. But this doesnt takes into account the object form,being able to place outbounds
March 14, 2025 at 7:10 PM
the keycard system is very simple as just selecting its type and receiving its data. I love ScriptableObjects now
March 10, 2025 at 11:06 PM
yeah! thanks ❤️
March 1, 2025 at 4:38 PM
i have recently made a new decision to post less frequent devlogs but now with more content on them. Next devlog update should includes new significant changes.
March 1, 2025 at 3:55 AM
haha 😁 thanks
January 7, 2025 at 5:47 PM
i wanted "remove follower" and i know the difficulties but its much better for other situations.
January 6, 2025 at 9:56 PM
acho pq pc ganha de qualquer um
January 4, 2025 at 4:54 AM