cool. looking good
one of my own aims (when i've finished my current ongoing projects) is to eventually create an action RPG using AC as a base, so i'd be interested to know how you tackled things like tracking actor stats and relationships and all…
i went for the encoded string option mainly because of the convenience of having the data automatically included in AC's saved data, thus saving myself the bother of having to write my own save/load system
the string encode/decode is done outside t…
i'm sure chris will give you more (and better) info, but i can confirm that it is possible to use arrays in AC, because i do it myself
that's the good news. the bad news is that it's by no means straightforward. the way i do it is by encoding each …
thanks for the suggestion chris
i think the minor inconvenience of having to remember to reapply the change whenever i update the project to a new version of AC will be more than offset by its usefulness to me in this instance
as you say, it's a f…
for this particular use case sprites unity suits me better. it's simple, straightfoward and intuitive, even if it may not be "best practice"
in this game the characters only need to go in four cardinal directions, old school style, but in…
I think I understand what you're suggesting
If I've got it correctly (and there's always a good chance that I haven't!) then you're suggesting that I set up an Animator sub-layer for each potential outfit that a character could wear. I'd then amend…
There may well be a native AC solution to the problem (I'm sure Chris will tell you if there is), but when I was last working on a 3D AC game, the only surefire way I found of getting NPCs to properly respond to the player when they were following a…
yeah, i'd second what @11tomi12 said about the Search funtionality
i thought maybe it was my old man's memory playing tricks on me, but i could have sworn that in the past you could put multiple search items into the box and get some sensible resul…
No problem
I'd prefer not to share it on the wiki if that's ok, because that kinda makes it seem semi "official", and I'm by no means the world's greatest programmer (by a long chalk)
But for anyone else who wants to do something similar …
Thanks Chris
I should have made it clearer that I was using a scripted solution. I'd not stumbled upon the "IsPointInside" Method, hence the reason for the rather convoluted use of that Dummy Menu
Now I know about IsPointInside, I'll use t…
Thanks for the suggestion. I took a copy of my project and tried converting it to 2.5D, but although I can see how it would work for 3D characters moving on a static pre-rendered background, my use case is 2D sprites moving around other 2D sprites, …
Just a very quick follow-up. I've created a few smallish maps now, and already I'm seeing issues getting the player to move smoothly
Here's a screenshot of a park scene, with just 10 or so elements contributing to the NavMesh (I think I could probab…
that sounds cool. i'm looking into adding a full day/night cycle to my current game and being able to tweak the colour of the tint map dynamically would certainly fit the bill
thanks for the feedback chris. i'll go with your gut feeling and opt for the safer option then - cut the map into smaller chunks, each on their own screen
astonishing
i can't remember the last time i've played such a compelling game
everything about it is beautifully constructed. no real puzzles as such, but i think they would have just got in the way of the story. and the lack of puzzles is more than…
Well, this has proved quite a useful exercise for me in more ways than one, because I'd not really given the Save/Load system a vigorous workout with my current AC configuration
However, I've now discovered quite a few little "quirks" (al…
Cool. Thanks for that Chris
I've currently got a problem with reloading saved games (completely unrelated to this issue, and totally down to something I've done), so I've not been able to fully test this feature yet, but as far as I've been able to …