My first YouTube video

I just want to show off a little, is all…

My first ever Youtube video, showing the first ever public viewing of my menu system in action… :slight_smile: I went old school for this look, but the coding works in the background and the entire thing can be changed with a single swop of a GUISkin.

The window positioning is dynamic so you can move the entire thing around with the mouse. You simply set the size of the entire menu window then define each element’s size and position as a relative offset from that. The graphical elements in the windows orient themselves to fit so if you have an ImagePanel that is wide enough to show only 1 item then all elements are oriented vertically, but when you stretch it wide enough to hold more, the elements start positioning themselves horizontally to fill up the void.

Some elements allow only a single selection while others allow multiple. Multiple selections shows the dynamically positionable pointer next to each selected object.

The system currently allows for transferring items from party bag to party member and vice versa, using objects or just plain discarding it. Using an object requires that you select who to use it on and then sends the selected party members as an array to a custom “UseItem” function so you can determine what custom behavior you want to happen on item use like playing a sound or whatever.

You can also assign new party members or remove party members as you see fit…

Currently I allow for updating inventory from pickups in the scene and allow for pickups to rotate in the scene to make them recognizable as pickups.

Items contain stats for race, class, hp, mp, value, resell loss percentage, required level for use and many others.
Player characters have various stats for use in battle, movement definitions for grid based fighting, and a host of other stuff.

Some other stuff are available also, but for now, this is a quick look at how the menus look in action. Support is included for both keyboard and mouse. Use the arrows to select an option and hit enter to confirm or click once to select and click a selected item to confirm.

Anyways, yeah, enjoy… :slight_smile:

Speaking of pickups…

Creating pickup items means dropping a model in the scene, add an inventory script to it, saving it as a prefab, deleting the object from the scene and then filling in the available fields on the prefab in the inspector. Voila.

  • This item can now be placed in the scene,
  • it can rotate in place,
  • be collected and automatically be removed from the scene.
  • Items are stored under their owner (less the mesh, of course) or in the party bag simply by ticking the 'CollectToParty" check box when placing the prefab in the scene, but multiples of the same item are stored as quantity, rather than individual objects so if you collect the Rusted Blade 5 times, you will have the Rusted Blade object in your inventory along with a quantity value of 5. From here you can access properties like Strength, value, avatar and can spawn a mesh for discarding or equipping etc
  • Inventory objects are saved with a single function call to the inventory itself and loaded back with a single function again…

Oh, there is just so much more to say but I have to get back to work… bills 'n all…

can you add a web player? nice work tho

LOL

No! No web players! I don’t want anyone laughing at my level design skills… and they will… once you see my pavement texture going half a mile up the side of the mountain… and my bridge flying 5 foot above the river… :stuck_out_tongue:

Nah, once I get a playable level complete with fighting and everything in place, THEN I will be providing you guys with a web player :slight_smile:
In the mean time I am positioning my camera very carefully in the videos so you can see the nice looking buildings and not the terrain :stuck_out_tongue: