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Simple question - Menu: Update Content

edited December 2023 in Technical Q&A


https://imgur.com/a/ttty2Qx

v1.78.2

I have an achievements menu and when all items are found it updates the graphic from black and white to colored, for a small effect to show completion.

I have in the action list to update the graphic and it works, but when I close the game and reopen, the graphic is back to the black and white image.

I'm not sure if I need to attach a "remember ..." to something.

Top image is the action list. Bottom image is how it appears in the achievements menu.

Thank you!

Comments

  • Welcome to the community, @wdrpgwd.

    The texture stored in a Graphic element isn't included in default save data. You could feasibly handle this with custom scripting, but it's easier to either:

    1. Run the same ActionList after a save file is restored, to apply the correct texture, via the SaveList menu element's ActionList after loading? field.
    2. Have the alternative texture be part of a second Graphic element that overlaps the original, and use the Menu: Change state Action to make it visible at this time. The visibility state of elements are recorded in save-game files.
  • Thank you, Chris. I think the 2nd option is the one I'll do as they are the same image and should blend easily.

    I also noticed in your tutorials that you mention Shenmue a lot. Not sure if you're a fan or just like to use it for tutorials, but I was on the Shenmue 3 audio team, in a very minor role. Glad to see the references!

  • Love the whole series, thanks for sharing - happy to help out someone on the team!

  • Glad to hear it, Chris!

  • Dreams of Saturn is out and so far it's gone really well. Just a few minor bugs on my end, but Adventure Creator being the backbone of the project has been pretty solid. I never added controller support but people have been binding their controllers and it's worked well. Not sure how.

    Can't thank you enough for making a system that is intuitive and clear. Action lists were everywhere in my game. I even have a qte sequence at the end that has 12 sections, all run by actions lists.

    Using the check random number with 4 run in parallel lists, allowed me to have qte's that couldn't be memorized, as each one triggers a different input requirement.

  • edited December 2023

    It's remarkable work with huge attention to detail. I wouldn't have guessed AC was behind it, very well done. And I loved how the original dialogues were repurposed to fit a new story!

  • 1.6 comes out today. I used quite a bit more highlight objects with the hotspots.
    As well as a hint system and better menus. 99% of the menu's are adventure creators. Not Unity.

    Max dood streamed it in front of 11,000 people so I had to scramble to make this more accessible to people not familiar with the series.

    Thank you for the kind words!

  • Brutal Moose streamed this on twitch today and remarked "This feels a little like Adventure Creator". What a spot by him.

  • Love it. Congrats on the stream and happy new year!

  • Chris, people have been asking for controller support and I updated to Unity's new input system. I got all the controls working fine but draggable objects no longer can be picked up, with mouse or controller.

    It mentioned enhancedtouchAPI not enabled.

    Is there something I'm missing? I looked over the forum and couldn't find anything.

  • USE ENHANCED TOUCH SUPPORT... it was in the controls reader the whole time.. I'm an idiot.

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