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Interaction Menu at top?

Hi, it's me again.

I'm trying to make the point-and-click menu bar you see up top in Sierra adventure games; the ones that have the Walk, Talk, Look At, Pause Menu, etc. buttons at the top. Currently the default for my project is to cycle to the verb I want active, which works fine at the moment.

Should I go and mess around with the Inventory Menu on default, or should I tackle this a different way?

Comments

  • There's no "right" way - you can modify Inventory or create a new one.  You'll want to look at the Interaction menu, too - since this shows how you can create a menu that lists interaction icons.
  • Aah, yes! I took a look at that, and it definitely would make things much handier! Unfortunately, the interactions menu doesn't seem to allow me to make button graphics for specific interactions.

    Unless there's something I'm missing, I can't seem to find a way to make the interaction menu separate entities from the interaction cursors. I want to make the buttons as different graphics from the cursor icons. Would an ActionList help to fix that issue?
  • No - currently, you cannot choose different graphics when a cursor is displayed as a menu button.  However, I will take that on as a suggestion for a future release.
  • Actually, I forgot - you can!  Provided that you are using Unity UI - as that method doesn't override the Button's graphic through script.  I will see about an AC-menu solution, but in the meantime - a tutorial on linking Unity UI to AC can be found here.
  • edited January 2016
    Oh my god, that will work very well!

    The other method I had is an okay alternative, but integrating the Unity UI will definitely gravitate to what I'm going for!

    [Icons]

    Thanks again, @ChrisIceBox!
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