Would I need to use this as an on-start action for every time the player enters every scene in the game, then?
It's not a big problem, but I'd like to make a small feature request for a future AC version: The option of having a disab…
Right, thank you - sorry for making you repeat yourself there. I can now use the inventory and pause settings with the controller. However, the cursor is still there, even though it is not visible. I tried to put the appear type to never, but it sti…
Alrighty, that was it; no First selected element in the menu for resume, options etc. So it works for the Pause menu. It's still not working for inventory though, I tried putting Linked Button (1) for First selected Element but it just won't play ba…
Hmm... Not working for me I'm afraid, neither controller or keyboard. Pause when enabled is checked, and my Input method is Keyboard or controller, with keys and button inputs assigned.
If I double click the mouse, the cursor "comes alive"…
Ok, it is definitely working - the variable is being checked and compared to the max inventory, then adding 1 to current if it is picked up. I also have it printing text to the screen when the inventory is full - works like a charm, so thanks a lot …
Ok, I've set up the two variables maxInventory (with an integer of 12) and currentInventory.
I've now started making an ActionList that starts with a Variable Check, that compares the two variables. If the condition is met (current less than max) t…
You may need to add Inventory to an additional 'axis' in the Input Manager ('i' should be both the positive and negative input key - to open & close the inventory).
Ah, I see. So once you're in a mission, you're "locked in" until you finish it. So the AI doesn't need to be remembered because once the mission's done, it's done (or specific save points once a certain wave of enemies has been killed, lik…
For a top-down view I'd say turn-based would be a more natural fit. If you go real-time, then I'd change the perspective as well.
It also depends on whether or not you can move the camera independently of the character/s. Look at some other top-do…
I would say definitely at the beginning of each scene, and after completing what you feel is a complex puzzle, or a long conversation with a character. Also, it should autosave after successfully finishing a QTE, if it includes a fail state wherein …
Can the player revisit the same scene later? I'm curious to know how you'll handle the state of your AI enemies with Adventure Creator's save system, as if I remember rightly from your earlier videos, it did seem like the player would be able to roa…