Now that Adventure Creator is beginning to get more stable, I'm planning to make updates larger but further spaced apart (
critical bugfixing aside). This update focuses on speed, stability, and usability: a few new big features, but mainly it's smaller things. Check 'em out:
Performance boostA number of code improvements have been made, which should result in a performance boost on slower systems. Exact boost will very from game-to-game, system-to-system, but hopefully it'll be noticeable on e.g. mobile platforms.
Ultimate FPS integrationIntegration with Visionpunk's
UFPS asset has been a commonly-requested feature for a while. Using a UFPS-based Player will let you jump, crouch, climb ladders, and all the other cool features of that asset, and still work with AC. Getting it to work doesn't take much, but the steps are very particular, so I've created a
tutorial that you can follow.
ActionList assetsInventory and Menu ActionLists are no more - they've been combined to a single ActionList asset. Old lists will still work, but from now on ActionLists are the way to go. You can edit them in the ActionList Editor window, just like Cutscenes, as well as run them directly from Hotspots, Conversations, and scene-based ActionLists - just change the Source field from "In scene" to "Asset file". Also: no more sub-assets appearing in the Project window!!
Drag menu element
A niche but useful menu element that lets you drag the position of a menu or element around. I've been playing Syberia on my tablet lately, and like the way you can scroll through large documents by dragging them around, so this'll let you do something similar in AC.
Animated cursors and portrait graphicsYou'll need to re-assign these textures in your project (see upgrade notes below). If a texture has multiple animation frames arranged side-by-side, you can get AC to animate them. When used for portrait graphics, this can be used to give your Character portraits a "talking" animation.
And finally..
Dialogue-option shiftingYou can now use Button menu element to shift the displayed dialogue options on a Conversation, if there are more options available than are allowed on-screen. Why did it take me so long to add this?
Full changelog in the next post.
Comments
- Main Cursor and Character Portrait textures must be re-assigned
- "Pause when enabled" Menus no longer deactivate selected the Inventory Item - use the Inventory: Select Action to do so
- The "Player To Container" type of InventoryBox has been removed, as "Default" type now serves the same purpose
- The ability to lock Inventory menus with the Player: Constrain Action has been removed
- Inventory-
Additions and fixes:and Menu-ActionLists are now deprecated. ActionList assets are now
used instead, but previously-made assets will still work
- Added: Performance boost - games on handheld devices in particular should now run faster
- Added: Basic integration for "Ultimate FPS" asset - follow the online tutorial for instructions
- Added:
- Added: "Jumping" feature for 3D Player Characters (Direct and First Person modes, only)
- Added: Animated cursors - set the number of frames and speed of individual cursors
- Added: Animated portrait graphics - Character "speaking" graphics can now be animated
- Added: "Drag" menu element - click and hold to drag a Menu, or a Menu Element around - useful for displaying documents
- Added: "ToggleRun" input axis for Direct and First Person movement methods - use to toggle player running on and off
- Added: ActionList Assets - replaces Inventory and Menu ActionLists as a unified asset-based ActionList
- Added: Asset-based ActionLists can now also be edited with the ActionList Editor window
- Added: Ability to link a scene-based ActionList (Cutscene, Interaction etc) to an ActionList Asset file
- Added: Hotspots and Conversations have the option to use ActionList Assets, instead of scene-based ActionLists
- Added: Ability to run an ActionList Asset when a Menu is turned on - used by the Demo's Pause Menu to deselect Inventory
- Added: Ability to re-order Inventory items in default InventoryBox Menus
- Added: Ability to hide the active Inventory item from default InventoryBox Menus
- Added: Ability to deselect the active Inventory item with Inventory: Select Action
- Added: If the active Inventory item can have multiple counts, the count number is shown on the Cursor
- Added: Ability to auto-select Inventory items when removing them from "Container"-type InventoryBox menu elements
- Added: Ability to import and export all game translations in one CSV file
- Added: Ability to ignore game's original language when at least one translation has been created
- Added: Ability to run a ActionList asset after using a SavesList menu element to save game progress
- Added: "New save" text in SaveList elements is now editable and translatable
- Added: Menu Buttons can now offset DialogueList slots as well as InventoryBox slots
- Added: "RememberTrigger" script - attach to Triggers that are disabled during gameplay to save their state in save games
- Added: Ability to lock the Cursor when the game starts (useful for First or Third Person games)
- Added: Ability to stop child Sounds when using Engine: Play sound Action to stop audio playing
- Removed: Inventory-locking setting from Menus, as it is superseded by the Menu: Change state Action
- Removed: InventoryBox menu elements of type "Player To Container" as "Default" type now serves the same purpose
- Renamed: Labels and buttons in Speech Manager to better reflect their purpose
- Fixed: ActionList assets no longer add Actions as "child" objects within asset file
- Fixed: Menu Manager assets no longer add Menus and Elements as "child" objects within asset file
- Fixed: Certain Character inspector fields not updating prefab asset when "Apply" is clicked
- Fixed: Variable: Check Action not being able to compare non-Boolean or local Variables
- Fixed: Perspective cameras not supported by "Unity2D" 2D mode
- Fixed: 2D character sprites not re-ordering relative to one another when FollowSortingMaps are involved
- Fixed: New Game Wizard now relies on "Unity 2D" as the default 2D mode
- Fixed: Inventory items not being translated in-game
- Fixed: Better French translation for 3D Demo
- Fixed: Touch Screen input registering a continuous touch over Menus as multiple touches
- Fixed: Narrator audio files not playing - will either play from the Player, or the scene's Default Sound Prefab if set
- Fixed: NPCs not always starting in "Idle" state by default
- Fixed: Last Action in an ActionList wrongly connecting itself to an inserted Action when using ActionList Editor
- Fixed: Crafting recipes sometimes being ignored
- Fixed: PlayMaker integration errors in Version 1.33
- Fixed: Android/ iOS keyboards not showing for Touch Screen input method
- Fixed: Issues with FollowSortingMap sprite children not following original offsets
- Fixed: Menus being clickable during Cutscenes
- Fixed: Issues with using Touch Screen input with Choose Hotspot Then Interaction mode
- Fixed: Menus of position type "On Hotspot" not positioning correctly over Inventory Items
- Fixed: Legacy animations on a Character's Base layer not always skipping correctly
- Fixed: GameCamera2D's not keeping up with target when moved far enough
A final note about compatibility: Unity 4.5 reportedly causes a few problems with AC. Since this 1.34 update is a big one, I'm keeping this 4.4 compatible, and will look into an official support for Unity 4.5 with the 1.35 update.Ability to change movement method with Engine: Manage systems Action -
note that such changes are not recorded in saved games
Great update, however I'm experiencing a slight problem with using UFPS. The WSAD is working well, but mouse look isn't working. Console says:
UnityException: Input Axis Mouse X is not setup.
To change the input settings use: Edit -> Project Settings -> Input
vp_Input.DoGetAxisRaw (System.String axis) (at Assets/UFPS/Base/Scripts/Core/Utility/vp_Input.cs:411)
vp_Input.GetAxisRaw (System.String axis) (at Assets/UFPS/Base/Scripts/Core/Utility/vp_Input.cs:388)
vp_FPCamera.UpdateMouseLook () (at Assets/UFPS/Base/Scripts/Gameplay/Player/Local/vp_FPCamera.cs:494)
vp_FPCamera.Update () (at Assets/UFPS/Base/Scripts/Gameplay/Player/Local/vp_FPCamera.cs:303)
I tried to rename CursorHorizontal into Input Axis Mouse X, but it didn't help. How can I make my mouse work properly?
@EBlomquist: I'll look into it, but is there any other info that you can share, so far as recreating this goes? Does it occur only when inventory items have been used, etc?
@DieHappyGames: That was one of the reported problems with using AC with 4.5. With something as large as AC I really can't say so far as workarounds go, but compatibility is my next priority.
@Vadbag & @thejerenator: The input axis you want is "Mouse X", not "Input Axis Mouse X". The integration does assume you have a working install of UFPS, before attempting a merge with AC.
A few random errors cropping up with this one (the bigger the update..) so 1.34a is now out, to fix the ones I've been able to sort out so far:
@joshuabogart: Do any error messages appear in the console? I'm not able to re-create this error with the test managers I use while developing.
If there are any other issues related to 4.5, please report them and I'll deal with them next week.