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Rairun

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Rairun
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  • Retro-style movement was already enabled, and Angle snapping didn't help because the angle would still snap all the way to the opposite direction. But the script worked perfectly, thank you! Problem solved.
  • Thanks, Chris! Changing the animation extrapolation option did the trick. I've just noticed, though, that despite the fact that the timeline takes control of movement/animation throughout its duration, the Character Animation 2D track doesn't remai…
  • Root inspector: (Image) Sprite child: (Image) Timeline: When I run the timeline, the idle_r animation plays fine, then the root object transform also works just fine (but the walk animation doesn't play), and then the walk_r animation unde…
  • Yeah, it's a completely different set of saves and game profiles for the build. The saves for the build are usually under C:\Users\UserName\AppData\LocalLow\DevName\GameName, and the player profiles are in the register under Computer\HKEY_CURRENT_US…
  • Good thinking! It's true that you don't need to save the numbers dialled to a string variable, but I think you still need a second integer to count the number of presses, or else the error message can't be delayed until after the player has pressed …
  • Declare an int variable called "Presses" to record how many times the player has pressed a key, and a string variable called "Number" to record the number the player is dialling. Whenever the player clicks a button, add 1 to Pre…
  • It's easy to do on AC! I have an actionlist that runs whenever a scene is loaded to (1) check the time variable and arrange all objects in my scene before fading in, and (2) launch a second actionlist that loops with a 1s wait in the beginning (to a…
  • Yes, that's it! Thank you. Initially I thought it might be a bit cumbersome to include as a feature, but a "Pronoun?" checkbox next to item and hotspot labels sounds clean and easy on the side of the user.
  • It does, thank you! Now fading out works no matter where in the loop it starts. Also thanks for looking into enabling it, that would be great.
  • ^ That was the main issue. Another minor issue I found was that if in the middle of a crossfade between tracks #1 and #2, you start a crossfade into track #3, #1 is dropped immediately, and the crossfade happens between track #2 and #3. It would be …
  • Thanks, Chris! That does the job. I was also wondering if it would be possible to have the option of adding a background image to a journal element that is conditional on the specific page being displayed? This way, we could mix images and text, …
  • I'm not entirely sure how to implement the ITranslatable interface here though. If anyone who actually knows C# could give me a hand, I'd be really grateful.
  • InvManagerEditor.cs using UnityEngine;using UnityEditor;using UnityEditorInternal;using AC;[CustomEditor(typeof(InvManager))]public class InvManagerEditor : Editor{ private ReorderableList list; private void OnEnable() { list = new …
  • ItemOverride.cs using System;[Serializable]public struct ItemOverride{ public string hotspot; public string invitem; public string overrideSyntax1; public string overrideSyntax2; public ItemOverride(string newInvID, string newSyntax1…
  • Here are @KevRev 's scripts to include both the verb and the preposition. InvManager.cs using UnityEngine;using System.Collections.Generic;using AC;[AddComponentMenu("Adventure Creator/Hotspots/Inventory Action Manager")][ExecuteInEditMo…
  • Perfect, thank you!
  • Thanks for this, Chris! Lots of good stuff. It seems that all my Change rendering -> Set -> Sorting layer actions have stopped working though. (Image) This doesn't do anything where it used to.
  • Thank you! I'll check it out.
  • I adapted @KevRev's script to include the verb too. You only need very minimal C# knowledge. I don't have access to my project right now, but all you need to do is add an extra parameter to ItemOverride, and then do everything he did for hotspotPref…
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