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Alverik

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Alverik
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  • The screen shots look really great, but you'll have to wait a while to get some feedback. I'm sure it's the same for many people here. When you are building a game, there's no time to play games, lol. I would advise you to post some gameplay video f…
  • Well, you first have to specify the kind of "puzzle" that you mean. Things like you usually see on Adventure games, like clicking books/switches in the right order, or wiring a panel the right way, or putting some broken pieces of somethin…
  • Hey, thanks! I've recently have gotten interested in Unity Analytics. I'll be giving this a try!
  • Well, I'm guessing you could do something similar to what you just did. Add a script in your character which runs/plays an animation from another game object, then call that script in during that character's animation.  Just declare the game object …
  • Yes, Chris, the transition screen effect is not what I care about anyways, what I meant was if we could do the same as in those games, where you can open a second scene, do your stuff and then go back to the previous scene which remains the same way…
  • Hey, great stuff! I'm specially interested in the Scene additivity feature. You think we can pull off battle just like in some JRPGs? where you can have a screen effect and then load another scene on top which contains the battleground, like in fina…
  • Yes, I use a similar script to play sounds for my doors and other objects. Although, for 3D, if you need animation events, AFAIK, you usually do it right in the animation file + mecanim editor, there's usually no need to use the Animation panel.
  • Yeah, but my general question is, can I use AC triggers somehow? (Edit: I was under the impression that you can't prefab AC Triggers? or am I wrong?) or should I just use unity triggers and run the action list asset from a script? (I'm assuming it'l…
  • Oh, so you're basically making an animation for that specific component? (which shows as the function?) Anyway, sorry if I spoke too soon,  I just don't have much experience working with 2D and haven't ever needed to use the animation panel to play …
  • Nothing wrong, you just didn't specify which type of animation you were referring to... If I'm not mistaken the method explained above works for Mecanim animation; where you can add events to specific frames in a 3D animation, which in turn can call…
  • Excellent, I really love the feel of the level and the movement is looking great. Anyway, I hope you get the controller working right, it already looks pretty good. Too bad you had to get a freelancer, though (now, I can't really find it in me to as…
  • Yes, thanks, that's how I've left it, I just disable interactions and character movement and it works.  Also, it's strange, but one of the issues I had with the Fake Clicks method I was using (and still hadn't had the chance to remove) got fixed in …
  • Cool, thanks, I'll give it a try. By the way, you think I can tweak the 3rd person camera to work as a top down camera? I want to use it for a pets game I'm designing for android, and there'll be some puzzles and minigames which will need top-down v…
  • Oh, so it's an "autosave" with manual naming (for the designer)? Nice! that way we can have more descriptive names in the autosaves (like tittles of chapters or moments in the chapter). Will try it. Thanks.
  • Hey, cool! Go right ahead and explain it, please. Besides showing clues, I had several ideas which needed to use menus/inventories live  during conversation, so hearing how to allow them to work would be greatly appreciated!
  • What do you mean? will it change the name of the save depending on the progress or will it let you choose a name? or is it triggered after an amount of time? sorry, I just didn't quite get exactly what it does...
  • Click a dialogue option? what do you mean? Anyway, I was giving you a rough example. Personally, I'm planning to mix and match, I want to give the player the chance to decide what to do whenever possible, and that will involve some mapped inputs (I'…
  • I'm currently cracking my head over my Inventory system (and models and levels, and other logistics), so it might take me a while to get to that part.... but the gist of it, is variables.  My idea is to do the conversations in segments. Picture it l…
  • Very late answer, but yes, the animations are properly setup and use unscaled time. Really, it does look exactly like in my first gif screen shot, during the time the game is in pause mode. If you see it well, only the 4th button gets highlighted wh…
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