@ChrisIceBox I just discovered the pitch was too high in the AC sound object, I dont know why but it solved the warning message. So it basically works fine. I still dont understand why it would work before without an AC sound object/source.
@2finger I am basically using the sounds that already worked fine and where without to specify where they come from. The footstep sound has a source (an AC sound object) and the music has but the general sfx I never used a source for and they just w…
@ChrisIceBox The option is there but not under the Engine tab, I cant printscreen it since when I exit the tab it closes again... how silly. So, the option is now Sound: Play etc and not Engine : Play sound. That's what I meant. Using AC 1.49. (In …
Thank you very much Chris @ChrisIceBox, this saved my day! However it is still strange I couldnt find it by myself on Youtube, the stranger it is since Blender Guru, Jonathan Price is very famous for his tutorials.
Nah, I already spoke with him about it personally and he doesnt know either, except for the ways how you use it in an engine and then export it into Unity, but I cant find the hang of it yet unfortunately in Unity.
Hi Chris, thanks for your answer but I found the problem which was caused by my own stupidiness (excuse my swearing). I used an invisible terrain so I could use 3D grass in the 2D images (2.5D animation engine) but I totally forgot that, so when I …
PS: I am teleporting the character from one view to another, so I can fade in the camera (I couldnt find another way without teleporting the character to fade in the camera each time the view of the camera gets changed, same as in Black mirror 3 btw…
Oh, I think I see now what the problem was: the marker was too high, so when my character teleported over, it was set to high which made it look further away. I am sorry, silly me!
Thats a pity but not too bad. I mean like in Black Mirror 3, you pick something up and the inventory image gets scaled and moves to the inventory slot.
Hi Chris, thanks, the solution with the Menu works. But I want my player to walk to a specific direction, each time when clicked on an arrow. I would like to keep the directions the same, when clicking on the right arrow, walking to the right and wh…
I just came up with the idea to make 2 Menu's. One inGame with elements: Continue/Save Game/Back to MainMenu. And then outside the game, the MainMenu with elements: New Game/Options/Load Game/Quit. That should do it! (Maybe thats also how LBA did it…
So in this way it seems impossible to make a MainMenu with an Animated background that saves the InGame scene unfortunately. I basically want it to make like the Menu of LBA, which is the same in LBA2 as far as I can remember. Probably this would be…
The MainMenu without switching back to another Scene works perfect, the blocks visibility etc is Remembered and no such problems exists then. Ofcourse I also understand, since the Menu is probably developed with the thought that the Player saves the…