Hi, I deleted my earlier post because I figured out how to get the store to work! But I wanted to try using the inventory to let the player give gifts to their love interest. Is there a way to make the items selectable and have options to give said items to someone? I tried to figure it out myself, but so far, no luck.
I hope you're doing well. I wanted to follow up about the tutorial I shared on item manipulation in the inventory system. I want to make sure I’m supporting you effectively.
In the tutorial, I have shownan example of how you can manipulate items. I'm not sure the tutorial may have been too long for your current needs or patience?
You might not have noticed how you could trigger events with items, or maybe you don't have knowledge of how to do that, even though I didn't provide exactly how to give it to a character, but the concept is pretty simple. Maybe you lack experience, or perhaps you were hoping for something more advanced?
Just to confirm, do you need the simplest possible method to give any item to any character in your game?
🌟 My question for you:
If I show you a clear, step-by-step, simple method to assign/give items to characters (no extra fluff), is that enough for your project?
Or would you prefer a full, structured selection system like those found in typical RPGs (with inventory, slots, permissions, etc.)?
I’m here to help! I’ve already got a lot planned ("My plate is full" 😊), but I’d genuinely want to help you:
Option A: Keep it simple, just the core functionality to give any item to any character.
Option B: Build a polished, scalable selection system (RPG-style).
If you choose option A, I can help you immediately. Option B is not possible for me right now because I am already working on a new version of the inventory system, and I will release it to fulfill all the requests I have received so far. Which path would you prefer? Let me know.
Thank you for your response! I did go through the tutorial, and it does make sense, but I think what I was trying to accomplish leans more toward the RPG-Style. I'm currently creating a visual novel dating sim, so my idea is that when the player is given the option to give a gift, the inventory screen will automatically pop up, and the player can select which item they want to give away. I'll be willing to wait until the new version of the inventory system; my visual novel is nowhere near done! Keep up the great work, and thank you again! I'm looking forward to the new system!
Ah, now I understand what you’re aiming for it sounds like a great idea. Typical dating sims staff in inventory systems, but popping up the inventory based on the character is actually super easy. You can call the current inventory if you want, though we don’t yet have a proper selection system. That’s exactly what you need.
The new inventory, however, has tons of options: right-clicking on an item and hover tooltip info popup menu brings up information and also a selection menu where players can use item, eat, drop, or perform whatever action they want. I’m trying to create a sweet spot that fulfills the majority of gameplay needs while keeping things flexible.
The question remains: are you using the typical “Irene-style” variable-based character system, or a custom character class that’s more robust? If not, I highly recommend going with a custom class.
With a custom class, you don’t have to juggle thousands of separate variables, which quickly becomes messy and hard to manage. Instead, everything stays organized in one place, making your code easier to read, maintain, and expand as your project grows.
Just speaking from experience, trust me, you’ll thank me later. Good luck with your project! I’m wishing you the very best. Do whatever feels most comfortable for you.
Itch.io didn't notify me that you responded! I'm so sorry for this late response! I am using the variable-based character system. I admit, it is very messy. I'll definitely look into creating custom classes to clean up my code! Thank you for the advice and well wishes for my project! :D
No worries about the delay; it happens to me all the time. I’m glad you’re considering my suggestion. Trust me, it’ll save you a ton of headaches and stress as your game progresses and you add more characters, which can get messy. I’ve had lots of requests for character-related features, and I might even upload the entire character system with inventory included if I can find some free time. The new version is quite robust, designed to support all sorts of games, not just dating sims, but also RPGs and more. The good news is I’ll be releasing it very soon, unless some kind of engine bug causes serious problems. The core logic is done, and I’m now working on the UI. Best of luck with your project!
Hi! Thank you so much for this! Im making my first game ever and this has been incredibly helpful. I've been having an issue though and wanter to hear your thoughts.
I eidted the code to make the items' images clickable (to display information).
Then I edited the code to make the inventory screen show with a transition.
Now what happnes is that the items don't appear immediately after the transition. I have to click on the empty slot repeatedly or hover the mouse around the slot until the item eventually is shown.
I’m really glad to hear my project is making a difference! It’s a bit tricky for me to figure out exactly what’s happening on your end, and I can’t quite pinpoint what you changed in the code whether it’s the button type, a hover trigger, or something else entirely. Ren’Py’s screen language definitely has its quirks, and it can be challenging for new developers to navigate.
That said, I’m genuinely impressed. Unlike many who simply request the feature, you’ve actually managed to create a change that seems to work, at least from my perspective. Since I’ve received quite a few requests for this already, I suppose I’ll need to develop the feature properly, though it’s not as straightforward as it sounds.
Since I can't exactly guess what exactly happened, I wish you be able to solve the issue if not The good news is that I’m currently working on a new inventory system, and I’ll be sharing details soon. It’ll be mostly the same, but with the advanced functionality everyone’s been asking for. I’ve just been a bit too busy lately, so thank you for your patience.
Hey! No worries. Thank you for replying :D I've been hella busy myself. I managed to get it working! Not exactly aware HOW. It has to do with the "refresh" of the screens, for which transitions where not good because they wouldn't carry the updated screen info. Then I learned about TRANSFORM lol, which I had been ignoring. Now the screen shows up outside of frame and moves into frame, always displaying updated inventory content.
And I also made a second "inventory" for a QUEST LOG. It's basically the same system. In-game they're shown differently (a grid for the inventory, a notebook with entries for the quest log).
Your code was tremendously helpful for my project, which I'm lookiing to finish soon (several loose ends to clean up and lots of content to add, but the main mechanics are working).
I'm really looking forward to see what you're cooking! I'm sure you'll be able to do it in a far more cleaner way of whatever I did lol
Sounds like you're enjoying the process. This project's goal is to create a starting point where people can create their own versions. You're exactly bringing that, and that's awesome. I wish I could see what you have built. It sounds pretty good to me.
My project is done. Now I'm struggling to create the tutorial. I added many new features. I cooked up more than expected, actually, quite a lot. I added 70% more features than people even asked for. Even the API helper function is included. Perhaps it became a bit more complicated, but I'm glad to have added these features for all types of games, including dating Sim, detective games, and RPGs.
Sounds amazing!! Eager to see how it turns out. I'll let you know when mine's done, surely will publish it here. It's a very small game based on a local argentinian meme, so it'll be in spanish. Thank you, truly
Sounds really interesting. Are there any plans to translate this game, or is it tied closely to local humor or culture? Like the meme you mentioned, does it only make sense to locals? I can’t wait to play.
This inventory is awesome! I'm a complete beginner in Ren'Py doing my first project and this saved me loads of time. Question though, is it possible to make the items in the inventory clickable, and when clicked, a screen shows up with the description and prompts you if you want to use it?
Hey, thanks for showing interest in my project. I'm happy to hear it's saving time. Well, that was the intention. So beginner can instantly integrate the inventory system in their game without going through all the technical stuff.
And about the quick hover menu action, you ask, currently it does not have such a feature, 'cause I wanted to make it more generalized so it suits all types of projects, but it's possible if you add that feature to the project code. The system is scalable in nature, so anybody can modify and do whatever they want.
I did not add such features 'cause it will add more complexity to the code, and possibly it might introduce more bugs. Currently, the system is stable, so I kinda kept it like that, but I do understand that such a feature would be nice.
If enough people think it's necessary, then I will add it in the future. If you don't like using the item function currently, you can use it with a menu. That might not be exactly what you're looking for, but it's more interactive. Also, if you have any more questions, feel free to reach out.
Sure thing! Also another beginner question but how do I move the position of the inventory box? I want to move it a bit lower and I cannot find it for the life of me.
It's super simple just go to components > inInventory_system> inventory_style.rpy Find the code block name: style inventory_frame is frame:
To change the Y Position, you will see something like this: yalign 0.3. Change its value to 0.4 or 0.5 based on your need. The position should go up and down based on incrementing or decrementing the value. If you want to go try left and right, then change the X position.
You're welcome! Yes, style customization is fully supported the "style" file has everything you need to create a custom inventory to match your game's UI. Just change the source images or adjust the slot size as you like. Everything's accessible, so modify away! Check out the docs (especially "Ren'py Official") to get familiar with the style code. Have fun customizing!
This is amazing! Just wanted to say thank you so much for doing this, it was such an easy way to learn and adapt especially for a beginner. Truly grateful, thank you again! :) (Also, loved the comedy!)
Thank you so much for taking the time to leave such a fantastic review! I'm genuinely thrilled to hear that it was an easy and effective way for a beginner to learn and adapt. Knowing I could help a newcomer is the best compliment I could receive. And I'm glad the comedy landed! 😄
So happy to hear that. I would love to play your game. Please share the links when it's done. I can tell you're enjoying the process, and this is the most important thing. Don't quit if it takes more time than expected. The first time is the hardest. Wishing you the best of luck with your project.
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Hi, I deleted my earlier post because I figured out how to get the store to work! But I wanted to try using the inventory to let the player give gifts to their love interest. Is there a way to make the items selectable and have options to give said items to someone? I tried to figure it out myself, but so far, no luck.
Hi there!
I hope you're doing well. I wanted to follow up about the tutorial I shared on item manipulation in the inventory system. I want to make sure I’m supporting you effectively.
In the tutorial, I have shownan example of how you can manipulate items. I'm not sure the tutorial may have been too long for your current needs or patience?
You might not have noticed how you could trigger events with items, or maybe you don't have knowledge of how to do that, even though I didn't provide exactly how to give it to a character, but the concept is pretty simple. Maybe you lack experience, or perhaps you were hoping for something more advanced?
Just to confirm, do you need the simplest possible method to give any item to any character in your game?
🌟 My question for you:
If I show you a clear, step-by-step, simple method to assign/give items to characters (no extra fluff), is that enough for your project?
Or would you prefer a full, structured selection system like those found in typical RPGs (with inventory, slots, permissions, etc.)?
I’m here to help! I’ve already got a lot planned ("My plate is full" 😊), but I’d genuinely want to help you:
Option A: Keep it simple, just the core functionality to give any item to any character.
Option B: Build a polished, scalable selection system (RPG-style).
If you choose option A, I can help you immediately. Option B is not possible for me right now because I am already working on a new version of the inventory system, and I will release it to fulfill all the requests I have received so far. Which path would you prefer? Let me know.
Thank you for your response! I did go through the tutorial, and it does make sense, but I think what I was trying to accomplish leans more toward the RPG-Style. I'm currently creating a visual novel dating sim, so my idea is that when the player is given the option to give a gift, the inventory screen will automatically pop up, and the player can select which item they want to give away. I'll be willing to wait until the new version of the inventory system; my visual novel is nowhere near done! Keep up the great work, and thank you again! I'm looking forward to the new system!
Ah, now I understand what you’re aiming for it sounds like a great idea. Typical dating sims staff in inventory systems, but popping up the inventory based on the character is actually super easy. You can call the current inventory if you want, though we don’t yet have a proper selection system. That’s exactly what you need.
The new inventory, however, has tons of options: right-clicking on an item and hover tooltip info popup menu brings up information and also a selection menu where players can use item, eat, drop, or perform whatever action they want. I’m trying to create a sweet spot that fulfills the majority of gameplay needs while keeping things flexible.
The question remains: are you using the typical “Irene-style” variable-based character system, or a custom character class that’s more robust? If not, I highly recommend going with a custom class.
With a custom class, you don’t have to juggle thousands of separate variables, which quickly becomes messy and hard to manage. Instead, everything stays organized in one place, making your code easier to read, maintain, and expand as your project grows.
Just speaking from experience, trust me, you’ll thank me later. Good luck with your project! I’m wishing you the very best. Do whatever feels most comfortable for you.
Itch.io didn't notify me that you responded! I'm so sorry for this late response! I am using the variable-based character system. I admit, it is very messy. I'll definitely look into creating custom classes to clean up my code! Thank you for the advice and well wishes for my project! :D
No worries about the delay; it happens to me all the time. I’m glad you’re considering my suggestion. Trust me, it’ll save you a ton of headaches and stress as your game progresses and you add more characters, which can get messy. I’ve had lots of requests for character-related features, and I might even upload the entire character system with inventory included if I can find some free time. The new version is quite robust, designed to support all sorts of games, not just dating sims, but also RPGs and more. The good news is I’ll be releasing it very soon, unless some kind of engine bug causes serious problems. The core logic is done, and I’m now working on the UI. Best of luck with your project!
Hi! Thank you so much for this! Im making my first game ever and this has been incredibly helpful. I've been having an issue though and wanter to hear your thoughts.
I eidted the code to make the items' images clickable (to display information).
Then I edited the code to make the inventory screen show with a transition.
Now what happnes is that the items don't appear immediately after the transition. I have to click on the empty slot repeatedly or hover the mouse around the slot until the item eventually is shown.
What could be causing this? I'm perplexed.
I’m really glad to hear my project is making a difference! It’s a bit tricky for me to figure out exactly what’s happening on your end, and I can’t quite pinpoint what you changed in the code whether it’s the button type, a hover trigger, or something else entirely. Ren’Py’s screen language definitely has its quirks, and it can be challenging for new developers to navigate.
That said, I’m genuinely impressed. Unlike many who simply request the feature, you’ve actually managed to create a change that seems to work, at least from my perspective. Since I’ve received quite a few requests for this already, I suppose I’ll need to develop the feature properly, though it’s not as straightforward as it sounds.
Since I can't exactly guess what exactly happened, I wish you be able to solve the issue if not The good news is that I’m currently working on a new inventory system, and I’ll be sharing details soon. It’ll be mostly the same, but with the advanced functionality everyone’s been asking for. I’ve just been a bit too busy lately, so thank you for your patience.
Hey! No worries. Thank you for replying :D I've been hella busy myself. I managed to get it working! Not exactly aware HOW. It has to do with the "refresh" of the screens, for which transitions where not good because they wouldn't carry the updated screen info. Then I learned about TRANSFORM lol, which I had been ignoring. Now the screen shows up outside of frame and moves into frame, always displaying updated inventory content.
And I also made a second "inventory" for a QUEST LOG. It's basically the same system. In-game they're shown differently (a grid for the inventory, a notebook with entries for the quest log).
Your code was tremendously helpful for my project, which I'm lookiing to finish soon (several loose ends to clean up and lots of content to add, but the main mechanics are working).
I'm really looking forward to see what you're cooking! I'm sure you'll be able to do it in a far more cleaner way of whatever I did lol
Sounds like you're enjoying the process. This project's goal is to create a starting point where people can create their own versions. You're exactly bringing that, and that's awesome. I wish I could see what you have built. It sounds pretty good to me.
My project is done. Now I'm struggling to create the tutorial. I added many new features. I cooked up more than expected, actually, quite a lot. I added 70% more features than people even asked for. Even the API helper function is included. Perhaps it became a bit more complicated, but I'm glad to have added these features for all types of games, including dating Sim, detective games, and RPGs.
Sounds amazing!! Eager to see how it turns out. I'll let you know when mine's done, surely will publish it here. It's a very small game based on a local argentinian meme, so it'll be in spanish. Thank you, truly
Sounds really interesting. Are there any plans to translate this game, or is it tied closely to local humor or culture? Like the meme you mentioned, does it only make sense to locals? I can’t wait to play.
This inventory is awesome! I'm a complete beginner in Ren'Py doing my first project and this saved me loads of time. Question though, is it possible to make the items in the inventory clickable, and when clicked, a screen shows up with the description and prompts you if you want to use it?
Hey, thanks for showing interest in my project. I'm happy to hear it's saving time. Well, that was the intention. So beginner can instantly integrate the inventory system in their game without going through all the technical stuff.
And about the quick hover menu action, you ask, currently it does not have such a feature, 'cause I wanted to make it more generalized so it suits all types of projects, but it's possible if you add that feature to the project code. The system is scalable in nature, so anybody can modify and do whatever they want.
I did not add such features 'cause it will add more complexity to the code, and possibly it might introduce more bugs. Currently, the system is stable, so I kinda kept it like that, but I do understand that such a feature would be nice.
If enough people think it's necessary, then I will add it in the future. If you don't like using the item function currently, you can use it with a menu. That might not be exactly what you're looking for, but it's more interactive. Also, if you have any more questions, feel free to reach out.
Sure thing! Also another beginner question but how do I move the position of the inventory box? I want to move it a bit lower and I cannot find it for the life of me.
It's super simple just go to components > inInventory_system> inventory_style.rpy Find the code block name:
style inventory_frame is frame:
To change the Y Position, you will see something like this: yalign 0.3. Change its value to 0.4 or 0.5 based on your need. The position should go up and down based on incrementing or decrementing the value. If you want to go try left and right, then change the X position.
Oh wow, thank you for the quick response! You're the best! :D I assume changing the size of it all can be found there too or?
You're welcome! Yes, style customization is fully supported the "style" file has everything you need to create a custom inventory to match your game's UI. Just change the source images or adjust the slot size as you like. Everything's accessible, so modify away! Check out the docs (especially "Ren'py Official") to get familiar with the style code. Have fun customizing!
This is amazing! Just wanted to say thank you so much for doing this, it was such an easy way to learn and adapt especially for a beginner. Truly grateful, thank you again! :)
(Also, loved the comedy!)
Thank you so much for taking the time to leave such a fantastic review! I'm genuinely thrilled to hear that it was an easy and effective way for a beginner to learn and adapt. Knowing I could help a newcomer is the best compliment I could receive. And I'm glad the comedy landed! 😄
It's brilliant! And I'll absolutely be sure to credit you in my game (when/if I ever complete it) 🥰
Thank you so much again! <3
So happy to hear that. I would love to play your game. Please share the links when it's done. I can tell you're enjoying the process, and this is the most important thing. Don't quit if it takes more time than expected. The first time is the hardest. Wishing you the best of luck with your project.
I absolutely will share when there's something tangible to play - Thank you so much again! 🥰
This is really neat! Thank you.
You're welcome! If you encounter any bugs or issues, please feel free to let me know. Also, if possible, could you give it a rating?
Sure, I’ll tinker around and get back to you if I encounter any problem.
Sounds great! Let me know if anything comes up. Happy tinkering!