
What you would learn in Godot Make an Inventory System and UI - Game User Interfaces Masterclass course?
This game development course includes video files of 98 bytes, comprising a total of 10-hours of content. Learn how to utilize Godot's Editor and Godot Engine Editor and Engine to design an inventory System and an Inventory UI (User Interface) that is entirely dynamic and includes objects that can be scripted and an integrated database of items (using Godot's Resource Library). The inventory system supports various categories of items and category groups and endless scrolling grids that can be equipped with slots (for example, the primary hand, offhand) and many more.
The system of Inventory you're creating is modeled on Zelda's Breath of the Wild screen of Inventory and can be implemented for RPG, FPS, Adventure Point-and-Click, Adventure, and other games, really any game where the player can purchase and keep an inventory of the items they have in various categories.
This is a masterclass about the creation of User Interfaces and Custom Systems and custom Dynamic Data as well as Dynamic Interfaces by using Godot. This is not only about data but also an entire masterclass on Godot's resource system.
This course provides you with the necessary knowledge and power to create responsive user interfaces using Godot; you will learn to create Dynamic Systems that use Dynamic Data with Your own Data Model and scriptable objects.
Additionally, you will discover how to build custom extended and extensible Godot's GameObjects and Components using custom Nodes, Scenes, and Scripts. Learn how to design custom Godot resources and mix and match static and dynamic data.
In a single sentence:
You will discover everything you can about building complicated User Interfaces with Godot starting by starting from scratch, as well in creating code and adding functions to these interfaces, resulting in highly dynamic UI components and screens.
(Almost) Everything that you'll learn:
- Godot nodes as well as Scenes fundamentals. Learn about Godot's GameObjects and Components in detail.
- Godot Control nodes and UI fundamentals like margins and anchors. Layouts, responsive layouts, aspect ratios, and much more
- How to comprehend Godot's Container Nodes Automated Size Flags and UI Placement.
- How do you create big User Interface screens using Godot that also respond to various screen sizes and aspect ratios?
- How do you create your custom UI widgets? extend and then inherit these (custom Control Scenes and Nodes)
- How do you create the endless scrolling container as well as grids of items, how to divide it into pages, and how to animate it dynamically?
- How do you structure your Data Model for an equipment and inventory system by categorizing items and forming groups of categories such as listing one-handed weapons and Two-Handed Weapons in the category of Weapons and preserving the Two-Handed and One-Handed categories?
- How can I have many pages of products in the same category?
- How do you create a User Interface that utilizes both static and dynamic data?
- How do I make Slots for Equippable Items to create configurable groups of items and display the items within these slots?
- How do I display item and equipment features?
- How do you build and expand custom scriptable Objects (Custom Godot's Resource) with different attributes for equipment and objects
- Godot's language for scripting, GDScript, including the Observer pattern, the GDScript Signals in more detail, along with an example Traffic Light project
- How to write your own custom GDScript Signals Connect to them and emit them.
- User interface with advanced features code using GDScript
- How do you handle and connect One-Handed and Two-Handed items while also automatically releasing items when both hands are present
- How do you create pickable products, then and then dynamically include them in your Inventory and display them on the inventory screen, under the correct category?
Course Content:
- 1. Godot inventory UI and the Inventory System Course Trailer
- 2. 01001 Installation, Project, and Setting Up
- 3. 01 02 Godot Editor Interface
- 4. 01 03 Editor Settings
- 5. 01 04 Scenes and Nodes
- 6. 01 025 Controls, Anchors and Controls Layouts and Margins
- 7. 02 01 Introduction
- 8. 02 002 - UIInventory is launched. Scene
- 9. 02 03 Container Control Nodes
- 10. 02 004 Placing an HBoxContainer
- 11. 02005 understanding Anchors and Margins
- 12. 02 06 Adding the Items and Information Columns
- 13. 02 07 Category Header, and Grid
- 14. 02 018 Category Button Scene
- 15. 02 03
- 16. 02 010 Inventory Grid Items
- 17. 02 011 Reusable Button Frame Scene
- 18. 02 012 Item from Inventory Button Scene
- 19. 02 013 aligning navigation Arrows
- 20. 02 014 Designing the Item Information Box
- 21. 02 015 Rich Labels for the Product Description
- 22. 02 016 Custom Theme for UI
- 23. 02 017 Equipment and Item Status Labels Icons
- 24. 02 018 Understanding Size Flags
- 25. 02 019 Documentation Within Godot
- 26. 02 020 Equipment Slots as well as Complex User Interface Positioning
- 27. 02 021 UI for any screen size and keep the Aspect Ratio
- 28. 02 022 Context Menu as well as Setting Button Skinning
- 29. 02 023 Placement of the Context Menu
- 30. 02 024 Understanding UI Scrolling in Godot
- 31. 02 025 Adding the ScrollContainer on the Scroll Inventory Items
- 32. 02 026 Customizing and hiding the Scroll Bars
- 33. 02 027 Full-screen Inventory and Header of Title
- 34. 03 028 Gold Counter
- 35. 02 029 Character Level Progression Bar
- 36. 01 030 Footer of Inventory and the Close Button
- 37. 02 031 Importing the Game Sample and Tilemap Scene
- 38. 03001 Introduction in GDScript for Programmers
- 39. 03 02 Signals, Coroutines, and Event-Based Programming
- 40. 03003 Construction a Traffic Light with Godot to learn about all aspects of GDScript.
- 41. 04 01 Resources
- 42. 04002 Resource as scriptable objects
- 43. 04 003 What is the reason you should create custom Resources and scriptable objects
- 44. 04004 Code EntityItem and our first custom Resource
- 45. 04 005 Creating Additional Item Resources
- 46. 04006 EntityPlayer as well as Player Resource
- 47. 04007 Game State with Singletons and Preloading Resources
- 48. 04 008 Instantiating custom resources Shared and Unique Resources
- 49. 04 009 Inventory that includes Unique Item References and Instances
- 50. 04 010 Multiple Category Items within One Display with Categories
- 51. 04 011 Importing the Sample Database and Creating a Big Inventory
- 52. 04 012 Dynamically loading resources from the Directory
- 53. 04 013 Indexing items for Category
- 54. 04 014 Counting Item From multiple Categories
- 55. 05 011 Planned for Pagination -based Scrolling (Infinite Scrolling)
- 56. 05 002 - Beginning the Rolling
- 57. 5 023 Instantiating Grid Buttons Inventory Items
- 58. 05 034 assigning EntityItem as well as Item Sprites as Buttons within the Grid
- 59. 5 005 Splitting Items within different Grid Pages
- 60. 5 006 Calculating Page Size and the number of pages
- 61. 05 007 Scrolling Left and right by jumping to Pages
- 62. 05 08 Hiding Navigation Buttons in the Last and First Pages
- 63. 5 009 Basic Scrolling Animation Using an Animation Player
- 64. 03 010 Programming Scroll Forward
- 65. The 05 011 code for the Scroll Backwards Animation
- 66. 05 012 - Updating Navigation Params once the Animation Ends
- 67. 05 013 Splitting Items into Categories with Dynamic Grids for each Category
- 68. 2005 014 Code Hack to Fix the Scroll Animation issue
- 69. 06001 Instantiating Categories Buttons
- 70. 06 02 Assigning the icons of Categories to Buttons
- 71. 06 03 Retrieving References to Categories Display pages and Nodes
- 72. 06 004 Go to the Category Page
- 73. 0600 Category Button States with Highlighting Mouse Over
- 74. 0600 Active Category Displays
- 75. 06 Label with the Name of the Category in Active
- 76. 06008 label centering On Top of Active Category
- 77. 06 03 Category Label Movements with the Mouse
- 78. 07001 Item Button Mouse Hover Border
- 79. 07 02 Referring to information about the Nodes of the Info Box
- 80. 07 03 Attributing Item Properties to the Info Box
- 81. 07 04 07 004 Item Properties for Mouse Hover
- 82. 08001 AnimationPlayer and functions to highlight the Active Item Buttons
- 83. 08 002 Highlighting Items Buttons on Click
- 84. 08 003 Displaying the Context Menu
- 85. 08 04 The Data Model of Equipped Item
- 86. 08005 Base Equip as well Unequip Items Functions
- 87. 07 006 Custom-designed Signals to Handle Event Equips for Items
- 88. 08 07 Item Equipped Background
- 89. 8 008 Binding of an item to the context Menu
- 90. 08 009 Equip or Uninstall Items using the Context Menu
- 91. 08-010 Slots for Equipment having assigned Item Types
- 92. 08 011 Fixing the Unquip Slot Callback
- 93. 08 012 Displaying the Icon that is the Equipped Items
- 94. 08 013 Automatically Uninstall One Hand When Two-Handed Equipment is in place
- 95. 09 01 Adding New Items into The Inventory
- 96. 09 002 Reloading the Inventory Screen with New Items
- 97. 09 003 Hiding and Showing the Inventory Screen in The Game
- 98. 09 004 Stop The Game Once The Inventory is open
- 99. 09 005 Collectable Item Numbers In addition to the Inventory
Download Godot Make an Inventory System and UI - Game User Interfaces Masterclass from below links NOW!
You are replying to :
Access Permission Error
You do not have access to this product!
Dear User!
To download this file(s) you need to purchase this product or subscribe to one of our VIP plans.
Note
Download speed is limited, for download with higher speed (2X) please register on the site and for download with MAXIMUM speed please join to our VIP plans.