Working on a full length classic 2D point and click adventure called "Dexter Stardust and The Robot from Planet X". Check out here: https://twitter.com/SeaMonsterMedia
Thank you again for following up. Cool. I did exactly as you did: Pause menu's Appear Type set to Manual, and the Button type fields back to Crossfade. All the buttons work!
However, I am still experiencing the gameplay briefly showing (and this ha…
@ChrisIceBox Thank you so much for your response. The reason I didn't check Wait until finish? is because the backgrounds for both menus are not transparent overlays. So, when you check that box, the gameplay screen flashes for a split second when t…
@ChrisIceBox I wanted to follow up one more time. When I checked back later today, the strange issue I described persisted. I am using AC 1.69.5 and Unity 2019.3.0b12.
That said, I followed your advice about using action lists instead, and this &qu…
Thank you Chris. Much appreciated response. I solved the issue when I compared my Pause menu settings against the Default_MenuManager.
The Default_MenuManager has Appear Type: On Input Key. I didn't want the user to be able to turn on the Pause Men…
Much appreciated. At this point, I can continue on. I'll fiddle around with those previous builds in order to increase my knowledge of downgrading. Thank you so much for your support Chris!
Another thing I want to add is that I'm encountering the following in the console (although, there doesn't visibly appear to any effect in the game, nor can I pinpoint what's triggering it):
* Internal: JobTempAlloc has allocations that are more th…
Again, much appreciated. I replaced lines 364 and 594 with return Time.fixedDeltaTime;. This solved most animation "Wait Until Finish" issues. However, I noticed some of the object animations not behaving as they should. So, I changed line…
Thanks Chris. Replacing the code at lines 364 and 594 with "return (0.2f);" did the trick. It solved every SpritesUnity Animation problem in the game (that I have tested). The secondary Player animations and other object animations respect…
Thanks again for the response Chris. Very interesting insights here. So, I replaced "return (action.defaultPauseTime);" with "return (0.2f);" and it works! The Player's animation performs flawlessly in perfect time. Perfect. Do y…
I very much appreciate each and every response you give to this community. Thank you thank you. Allow me to answer and address both of your points:
* What Unity version have I encountered this problem in? -- My current build is 2019.3.0a8 but I als…
Thank you so much for responding. I apologize I didn't get to respond to you yesterday. I had a busy day at my actual job, and I wanted to thoroughly check everything you mentioned before responding back to you.
When I ran the 2D Demo initially, I …
Hello Chris,
Thanks for getting back with me. I apologize for not including more information about the animation.
I am using "Sprites Unity" for all animation in my game, and the unique "Use", "Pick-up", and "Rea…
Thanks for responding Chris. I appreciate it. The issue doesn't seem to stem from the position of the text in the dialogue line, whether it's at the beginning or not. The same text will display correctly sometimes and incorrectly other times. It is …
Hey @ChrisIceBox, just wanted to say thanks for all the updates over the years! I was working on a cutscene, building it piece by piece and I thought, "What would I have done if Chris hadn't made Adventure Creator?" I probably would have n…
Sounds great! I suppose for it to work correctly it would be set up like columns and rows in an excel doc. Item 1 goes to A1, Item two goes to B1... item five to E1... item 20 to E4 (that's for a 5X4 box). Then when there are more items than the max…
Thanks for the response! Yeah, I was playing through Thimbleweed Park and Day of the Tentacle again and realized inventory in adventure games don't really "offset", they shift by entire row.
At the moment, my game has a large inventory bo…
@ChrisIceBox
Thanks so much for the above replies.
1. Wow! I've been using Adventure creator for almost 4 years, and I feel like a noob. Great explanation. I figured it out thanks to your instructions. I really appreciate it. Getting closer to c…
Hey Chris,
Awesome job! Tons of really great stuff here. A couple of things that I think are affected by the new update:
1. The way the "Sound: Play One-Shot" action has changed has greatly decreased the volume of my sounds that are pla…