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Nalyd

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Nalyd
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  • Unity - 2020.3.11f1 AC - 1.78.2 That's pretty much it, although you don't need to create a new menu. If you don't filter by category, the descriptions in the original Objectives menu appear correctly, but the moment you do filter for the second cat…
  • Thanks, now I know that the Menu: Change state are supposed to accept string values, let me do some fault finding first. I'll provide more details if I can't find the issue.
  • Thanks, but found a workaround. Since it's not possible to fail an objective in my game, I just repurposed the Failed Only state for my hint system.
  • Thanks, I think I get it now. So only the "main" journal's pages are displayed (page 1 & 2 next to each other)?
  • I figured it out - AC menus are drawn in the order they are listed. I just had to move the Menu Dialog menu to the bottom.
  • Thanks Chris. I'll give method 2 a go first, although I've tried my best to avoid scripting up to now. I've managed the first series of online tutorials, but they lost me when things became more complex.
  • I've found a workaround by preventing the player from leaving the laboratory until the task is completed, which then automatically removes the items and switches cameras. However, I would still be interested to know whether it is possible to link in…
  • Yeah, it was the Moveable thing - everything works fine now.
  • Hi Chris I'm using AC v1.74.2, and it appears as though a new version is available (Unity is 2020.3.11f1). Also, it seems I've misunderstood the manual when it states moveable component. I thought it meant an object that is moveable (i.e a sprite w…
  • Thanks Chris, I've tried using the Document system for the books and it works well. Is there a tutorial on how to create a list of all the documents the player has collected? From the manual it appears as though I should create a similar system as …
  • Thank you, the bit I was missing was the Actionlist Assets function that creates a prefab of the cutscene. Running the scenes add some complexity because of the way I handled parameters during loading of some scenes, and I don't have any experience…
  • Hi Chris The issue seems to be that the left mouse button was shared between selecting Conversation options, and an active input to unhide the Subtitles menu (if previously hidden by the player). I've fixed this by changing the way the active input…
  • Okay, so I've found the issue. During dialog the player can hide and show the subtitles menu by pressing spacebar. However, if the player presses the left mouse button to progress dialog while the subtitles menu is hidden, I have an active input th…
  • Some additional information: I've set up a simple scene with a hotspot that triggers a conversation with two options. When clicking on either of these options, an action is triggered that changes a variable from False to True. However, nothing happe…
  • Thanks Chris, I'll give this a try. Sorry to reply only now, but I was travelling for work and only returned this weekend.
  • I have found a workaround by creating cutouts of the areas I want to be interactable and superimposing it over the image. That actually works a lot better, as now there is an object that flashes. Sorry if I wasted your time with this...
  • I have a follow-up question regarding flashing of hotspots. One of my scenes has a couple of image files arranged next to each other, with hotspots triggering the transition between the images via a camera switch. For example, the first image shows…
  • Thanks, the second option works well enough for the map.
  • It's a 2D game, and enforcing an aspect ratio in the Settings Manager fixed it (it was not enforced before). Thanks for the assistance.
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