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Interface Questions

  1. I want to remove or temporary hide and then show the "Menu" bottom left button. I don't want to remove the actual menu, just the button that triggers it.
  2. So far I only way found to change the game's font all together is to overwrite Assets/AdventureCreator/Graphics/Fonts/Chunkfive.ttf with my own font
  3. Is there a way to hide the "left/right" buttons in the inventory, especially if there is nothing to scroll? E.G. in a game I only have 5 items, scrolling is not needed.
  4. In touch screens, how does one "Examine" an inventory item (using the right click with the mouse in Windows)?
  5. When the Background Image (2.5D game) displays a "video", is there a way to execute an AC when the video ends? That would be handy.

Comments

  • I want to remove or temporary hide and then show the "Menu" bottom left button. I don't want to remove the actual menu, just the button that triggers it.

    This is the InGame menu. You can lock it with the Menu: Change state Action, or by checking Start game locked off? in its Properties box. When a Menu is locked, it will not show when its "Appear type" condition is met.

    So far I only way found to change the game's font all together is to overwrite Assets/AdventureCreator/Graphics/Fonts/Chunkfive.ttf with my own font

    In the Editor, that's true. For any "shared" font, you could create a copy and name it e.g. "MainFont", and then point each Menu element to use that, then overwrite it when needed.

    It is possible to update the font used by all Menus through scripting, but it varies a little based on your Menu's Source option. If you tell me which you're using, I can help with a sample script that will do this.

    Is there a way to hide the "left/right" buttons in the inventory, especially if there is nothing to scroll? E.G. in a game I only have 5 items, scrolling is not needed.

    These are the Inventory menu's ShiftLeft / ShiftRight elements. Selecting them in the Menu Manager gives you the option to either delete them or make them invisible, but you can also check Only show when effective? to have them show dynamically.

    In touch screens, how does one "Examine" an inventory item (using the right click with the mouse in Windows)?

    By default, tap with two fingers. In the Settings, you can also opt to drop an Item onto itself to examine it - this'll become a single tap if you also enable drag-and-drop mode.

    When the Background Image (2.5D game) displays a "video", is there a way to execute an AC when the video ends? That would be handy.

    Background videos are typically looped, so they don't often "end", but you can read their VideoPlayer's state in a custom script and run an AC ActionList by invoking its Interact method.

  • Thanks a lot for your clarifications

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