This time on "Adventure Creator"..
Unity 2D modeAvailable as an alternative (and now the default) to the Top Down / World Space etc modes for 2D, this allows for a workflow more in line with what you expect a 2D adventure engine to be like in Unity. The 2D system has always kind of zig-zagged in terms of "best workflow", but this way makes sense enough to justify another go-over. Previous modes are still supported, but the 2D demo has been updated to this mode, which works with 2D physics/raycasting, and a new "Polygon Collider" pathfinding method, in which you define the NavMesh by manipulating a Polygon Collider 2D directly in the scene view. Much easier than laying down Segments!
Local VariablesListed in the Variables Manager underneath the Globals, these Variables only exist in the scene they're declared in, making them more suitable for logic that has no effect on the rest of the game (a door being opened, for example). Should make it much easier to manage larger games, this way.
Crafting systemA little simplistic to begin with, but the basics are there: you define a "Recipe" in the Inventory Manager, which takes a bunch of Inventory ingredients to make a new one. You need to make use of the new Crafting menu element, which is demonstrated in the Demo_MenuManager's Crafting Menu. Just copy it to your own Menu Manager and turn it on when appropriate. Recipes can also be set to require a specific "pattern" to work, Minecraft-style.
And a whole much more besides:
Upgrade notes:
- The RuntimeVariables script has been renamed to GlobalVariables
- Added: Local Variables - use Variables Manager to define scene-based Variables, compatible with Variable Actions
- Added: True "Unity 2D" mode for 2D games - use to work entirely in the Unity 2D view; 2D Demo updated to show workflow
- Added: Hotspot2D, Trigger2D, CollisionCube2D, NavMesh2D prefabs for Unity 2D-based games
- Added: Polygon Collider pathfinding for "Unity 2D" games - construct a navigation "mesh" directly in the Editor
- Added: Crafting system - combine multiple inventory items together make new ones
- Added: Crafting to Inventory Manager - use to declare complex inventory combinations
- Added: Crafting menu element - either use to place down ingredients, or display the output
- Added: Inventory: Crafting Action - use to clear crafting ingredients or create the appropriate item
- Added: Blue borders now appear in Menus when previewing Elements with multiple slots
- Added: Ability to set initial quantity of Items that appear in Inventory on start
- Added: Static functions for setting/getting variables
- Added: "Turn before walking" option to Characters - found in Character Inspector's Movement settings
- Added: Characters no longer need Rigidbodys or Colliders if collision, gravity or Triggers aren't involved - useful for mobile
- Added: Keyboard pop-up when using Input boxes on iOS and Android devices
- Added: Variable: Check Action now supports comparison between Variables
- Added: Setting a string with the Variable: Set Action now supports replacement tokens
- Added: Ability to link Enter key presses on an Input element to a Button element on the same Menu
- Added: On and Off textures to Toggle menu elements
- Fixed: Active Inventory item sometimes being incorrectly being de-selected
- Fixed: Conversations ending prematurely if an unrelated ActionList ends as well
- Fixed: Menus sometimes "flickering" before appearing for the first time
- Fixed: Save game and scene-switching issues with Player-less games
- Fixed: Changes in Menu states being reset after changing scene
- Fixed: Hotspot labels not appearing over Container items
- Fixed: Menus sometimes resizing inappropriately when adding new Elements
- Fixed: 2D GameCameras not working with Orthographic perspective
- Fixed: Character: Animate action's "Add directional suffix?" not working for Mecanim
- Fixed: Issues with building to Windows Phone 8
- Fixed: Active cursor effects playing if hovering an Inventory item of a Hotspot with a valid but disabled Interaction
- Fixed: Display issues with Input box Menu elements
- Fixed: Sound effects continuing to play after a saved game in the same scene was loaded
- Fixed: Player being able to "double-click to run" even when "Always Walk" was set in Player: Constrain Action
- Fixed: ActionList resetting if Actions were pasted into it and no further changes were made
- Fixed: Text appearing beneath Button background textures
- Fixed: Speech being skipped if the mouse button was held down continuously from activating the ActionList
- Fixed: Player not always re-appearing after game was restarted
And with that, it's Friday, I'm tired and boy do I need to slzzzzzzzzzzzzz *head hits desk*
Comments
Man, that's what I call a really great start >-
Oh by the way, a few tips about french translations corrections for the menu (being a french myself, as you might guess with my english mistakes ^^) :
Les Options -> Options
Reculer -> Retour
Restaurer -> Charger
sauver -> sauvegarder
recommencer (that means restart !) -> reprendre
sauver le jeu -> Sauvegarder la partie / sauvegarder la progression
new save -> nouvelle sauvegarde
Volume de la voix --> Volume Voix
Volume de la musique -> Volume Musique
Le Volume du son -> Volume Sonore
And, well, bravo for that new version
now when i click on Settings manager this error show up and faid Game edittor
this is bad for 1.32
you can fix it?
XmlException: Text node cannot appear in this state. Line 1, position 1.
Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace)
Mono.Xml2.XmlTextReader.ReadContent ()
Mono.Xml2.XmlTextReader.Read ()
System.Xml.XmlTextReader.Read ()
System.Xml.XmlReader.MoveToContent ()
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot ()
System.Xml.Serialization.XmlSerializer.Deserialize (System.Xml.Serialization.XmlSerializationReader reader)
Everypage where there are hyperlinks to sections 2.8 and 2.9, they are not working properly
p.31 ,you've written "Diagonal sprites? checkbox."
Thats great Chris. Thanks alot!
Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace)
Mono.Xml2.XmlTextReader.ReadContent ()
Mono.Xml2.XmlTextReader.Read ()
System.Xml.XmlTextReader.Read ()
System.Xml.XmlReader.MoveToContent ()
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot ()
System.Xml.Serialization.XmlSerializer.Deserialize (System.Xml.Serialization.XmlSerializationReader reader)
I was also not aware that Unity wouldn't automatically rename RuntimeVariables to GlobalVariables! Very frustrating.
Could you describe how exactly to re-create the squishing effect for me? It may well be a Unity bug, but if it was working before I can likely fix it.
Is there a solution to save the Local Variables? My problem is when the player want to save the game, i should save the Local Variables. I`m using Adventor Creator 1.48
Best regards,
Gabor