First Setup a single scene where you'll let the player choose, which will only run when the game starts first (after the player hits "new game").
Then place the two characters in the scene, but, use them as either NPCs or regular objects (…
Well, changing the cursor texture with scripting is kinda simple. Maybe a custom action to change it on the fly could work? Or what exactly do you have in mind? Like only to be able to change between the textures already setup in the cursor manager?
By the way, how were you calling the actionlist? Was this an onStart or onLoad actionlist? Maybe the way it's being called is affect it? maybe you could try checking if there's any difference if you call the actionlist using a trigger or manually by…
Don't worry it takes some practice to get used to using variables (Same with triggers). For variables in AC it's easier if you've learned some programming before. It might pay off to get used to using them before you delve deeper into game developme…
Hi, @themightyzq I now know more about the Could not create animation engine! error. It has a high chance to be thrown by Animation related actions when the character/object to be animated is missing. So, maybe we should just concentrate on finding …
You probably already did this but I'll ask anyway, lol. So, have you tried setting up the path again instead of just telling the character to resume the last path? And if so, did you see any difference? and have you made sure the cutscenes that inte…
Alright, I did not understand one of your previous posts correctly before. I though you could only safely reset animations using object:animate, but now I get that you mean you can only reset animations that were started by Object:Animate?... though…
@radiantboy Any update on this issue? You never did mention what Unity version you are using or the AC version. The error does sound incredibly related to animation or IK. Does the error happen if you remove/disable the animator from the object and …
Alright, good to hear it at least works with object: animate action.
About your last question, check with the debugging feature List active actionlists in game window (in the settings manager). That way you can actually see what actionlists are run…
I've been frequently taking a look at this post, but I guess it would probably be a better idea to wait for Chris for this one, lol. We'll probably need further digging around, but I guess most people stick to one method or the other so it's one of …
Thanks @salex.
To be honest while I was writing the dialogues (following my base idea), I already had some ideas, and I already knew the water was going to be the "drink" part and a key to the story. But, at first I wasn't sure what the w…
"non-looping version"?? No, no matter what actionlist you do the check in, you have to let it loop, else you are just calling the action once for only an instant, and if at that very moment the actionlist was actually running, then all the…
Welcome to the Adventure Creator forums @Argus. Anyway, to better provide you with support, we'll need you to provide us with some more information. First, what AC and Unity versions are you using? Also, it would be of great help if you could post s…
Cool :) I never thought I'd win on my first jam xD. Anyway, it was fun, I do wish there were more entries though. Hope next time more people enter. Oh, and I did love the joke at the end of Being, it was hilarious (I'm not too good with comedy mysel…
I think he means something like this:
(Image)
When you connect a "check" type action you can connect it to itself, depending on whatever condition you deem as "failure", then the action will in effect become a looping action (…
Weird, worked only the first time? Maybe it would be a good idea to check if any saved game you have in the project (which you are using in testing) doesn't have the volume settings lowered.
Also, are you using oneshots for the audio? I think Unit…