For now I decided to do two subtitles menu for each character one manual and one when speech plays. I lock the "when speech plays" and manually show the other one when the character is having more than one line, which doesn't happen all th…
I just tried with an adventure creator menu and I have the same effect.
Here is the menu I'm using :
(Image)
Sometimes it seems to be instant but I randomly have a "flickering" effect on the subtitle menu.
I tried setting the transition type to none instead of canvas group fade or set the transition time to 0 when using canvas group fade and it still looks like there is like a frame in between where the menu isn't showing.
Apparently it works fine with "normal" AC menus, so I guess it's related to the fact I use Unity UI :/
I also tried to do that by fading a sprite when the pause menu is turned on with an ActionList, but it's pausing the game before the Act…
We used a lot of nodes because it's mostly long dialogues and it made sense for us to do a big list like this.
We've always used the actionList Editor, never the inspector.
Here are two screenshots before and after. What I did here is that I deleted…
Any of the action lists can be affected (we use 5 in our scene for now). The one we are currently working on has 147 actions and they are not in order at all as we made a lot of changes here and there in the list.
If I don't do any changes in a list…
Same here, it happens completely randomly when working on our project :(
The only thing I can say is that it seems to happen after playing an action list (but I'm not even completely sure about that)
That's really a big issue as it can be a lot of w…
Thanks guys for your comments, it's always nice to have feedbacks :) We haven't decided yet what we are going to change but we'll let you know ;)
I tried your game @Big_Cow and I really enjoyed it :D Great job ^^
Thought that it was possible to any member to rate games of ludum dare but actually it's just reserved to participants. Anyway, we would still be happy to have comments on this little game as we are going to continue working on it to make it better …
@ChrisIceBox It's a nice idea as it's a common need for adventure games. We all tried to make something easy to use with the informations everyone gave here. If you find a nice way integrate it to AC that would be cool. And feel free to improve it i…
I think @Eastman just made everything clear :)
Thanks for the improvement with the tag that's interesting. The only situation where it's not cool is if you want to have different lightmaps for different objects, even if in most cases it won't happe…
@deroesi
Just try to add the script I shared to your character, you'll see how it works. I think it's simple, you just have to associate the lightmap to your player/NPCs in each scene. It's just few seconds of work for each scene, it is simple eno…
Noticed a bug with the "super-accurate" experimental option. When I use the "stop moving" (character->move along path) action it doesn't stop anymore. It's still getting to the destination, just stoping the walking animation (…
Thank you so much for this update, you're doing a great job!
The problem with the destination accuracy was a big issue for my project and what you've done seems to work in my case (why is it experimental? do you know cases where it could not work?)…