Hi, just starting getting going on an adventure game many years after buying AC and thinking I must give that a go.
So, I'd like to recreate the thimbleweed park experience of having the nine verbs in the bottom but have the verb text over the cursor.
There doesn't seem to be anything built in but it's likely I'm missing something.
If there isn't what's the best way to go about it? should I add some text to the cursor or try to use the hotspot text?
thanks
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Welcome to the community, @dibs487.
The Nine Verbs template, available in the New Game Wizard, will handle the bulk of things - but as you say, the "Hotspot label" is within that UI.
You have it follow the cursor, you'll need to do two things:
Thank you so much @ChrisIceBox, that's worked a treat. A quick edit on the size of the verbsUI Background and it looks great.
My next issue that I'm up against is to have it show "walk to xxx" on the cursor when it's over a hotspot but to not show it when the cursor is not over a hotspot.
To prevent "Walk to" from showing when over empty space, go to the Cursor Manager's "Walk cursor" panel and uncheck Prefix cursor labels?.
To have specific Hotspots show "Walk to xxx" when over them (unless another icon is already selected), create a new "Use" interaction in their Inspector, mapped to the "Walk to" icon, but leave the Interaction ActionList field unassigned.
Thanks, @ChrisIceBox that's looking great but it's not walking to the hotspot unless I create a Walk-to-Marker and have the player action as "Walk to Marker" Just having the player action as Walk To doesn't seem to work. another forum question seemed to suggest that I needed a "Additional scripts prefab" but I can't find it.
The Additional Scripts prefab is from a much older version of the template, but the code involved (which is still a part of it) only relates to the auto-setting of the "Walk to" cursor mode, not the click behaviour.
The "Walk To" Player Action option is independent of the "Walk to" cursor mode - you should find you have the same issue if you assign "Walk To" to e.g. a regular Use or Look at interaction.
How large is your Player character relative to the SamplePlayer2D prefab? The "Walk To" option will only move the character for a short time, and only if they're far away enough. If you check Set minimum distance? underneath, does that affect behaviour?
Blimey you're good at this. That was precisely it, it's all very small 16x16 sprites, a minimum distance of 0.1 seems to have done the job. Thank you so much.
No problem.
Though - if you're just starting out - I'd recommend scaling up your graphics so that they're more in line with the sample content.
AC's default values for speed, movement etc all assume that your game uses a standard Unity scale, i.e. 1 meter = 1 unit. You can increase a sprite's size in-game without adjusting the texture itself by reducing its Pixels Per Unit Inspector field.