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Eastman

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Eastman
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  • I already have Dialogue System, but Scion caught my eye.. though I'm not sure I'll end up using it for anything  :D
  • Yep. Well, you can't substitute the actual hotspot object for just a collider, but you can attach whichever type of collider you want to the hotspot object. By default the Hotspot 2D object has a box collider attached to it, but you can replace it w…
  • What you need to do is delete the Box Collider 2D component from your hotspot and add a Polygon Collider 2D component. When you then edit the collider you can turn it into any shape you want. You can also add multiple collider components if needed. …
  • Found another possible issue with the expression tokens. If I disable Disaply speech forever until user skips it? in the Speech Manager (image below) it will interpret the token text as regular text, and in the example above it will double the time …
  • @ChrisIceBox: (By the way, should I report bugs here, or do you prefer separate reports in the Engine section?) Skipping the line clicking the mouse. Triggering EndCutscene seems to skip right through everything as it should. Here's what the trouble…
  • Yeah, this is absolutely fantastic support from you, Chris, lots of useful stuff here! Found a possible issue with skipping a scrolling text that has an expression token in the middle. In the example below, when I skip, it jumps to the end but doesn…
  • @ChrisIceBox: Not my code, I just made some modifications :) It's a mutation from the code posted previously in this thread, but I think it all originates from this Unity Answers: Extracting RGB component data from a textured plane positioned below…
  • You are right! I actually added that to my own script an hour after posting that along with the ability to toggle using a lightmap at all, but I was hesitant to post it here because of my horrible "code". It seems to be working though so I…
  • I modified the script a bit so I didn't have to assign the lightmap mesh manually for every character in every scene. Now just create a new tag named "LightMap2D" and add it to the mesh with the light map, and it will choose it automatical…
  • Thanks for considering it!
  • In the meantime you can edit line 102 of ActionCameraShake.cs:    shakeIntensity = EditorGUILayout.IntSlider ("Intensity:", shakeIntensity, 1, 10); and change the green part to whatever you want. I put it to 500 and it seems to be fine fo…
  • Hehe, I've been meaning to ask for this for a long time now, so this one will be greatly appreciated!  
  • Sounds like the perfect thing to share over at the Extending the editor forum :)
  • Easiest way I can think of (and this is what I'm experimenting with right now) is to switch off AC for the combat sequences and use something like Playmaker to quickly build a combat system. Then switch AC on again when the combat is done.
  • By default (and by design, I believe) the character won't turn in the marker's facing direction. I normally just do a Character: Move to Point followed by a Character: Face direction, like so: (Image) If it's a hotspot that has a Walk-to marker th…
  • I'll report back if I run into any issues. So far so good. Something of interest: before when I paused the game, using the menu manager option, while sound was playing, there was often this loud popping sound. Using the timescale I don't have this i…
  • Again, very clever, that seems to do exactly what I need it to do. Thanks! I've set the timescale to 0.0001 and that pretty much pauses the gameplay while the menu is open. Are there any apparent issues that might arise from doing this?
  • That's a clever solution to a problem I've had for a while. Is there a way to do it when the inventory menu is set to Pause game when enable? Right now it seems the invisible menu isn't updated when the game is paused. I suppose could have it not pa…
  • I make a kind of dev menu that I can bring up, with buttons that will bring me to certain parts of the game, with certain things in the inventory and certain variables in certain states. It's not fool proof since a lot of the time I forget to set in…
  • I got it for something other than AC, but when I saw your question I optimized my sprites in my AC test game and it seems to work fine from what I can tell. It just optimizes the sprite meshes, that is all. Doesn't do it in realtime, it's just somet…
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