You can make any menu you like. The menu system in AC is very flexible. You may need to do some scripting for some of what you are after but if its a simple variable then I don't think its very complicated. You can display a set variable as a menu l…
Usually a Null Reference Exception happens when some script or function is trying to access an asset which does not exist. It's totally not normal and probably means something very wrong is going on.
Try re-importing the AC asset package and double …
Here's a shot of the AC menus at that point> You need to click the correct menu set (Hotspot) in order to see the properties below. Also this is slightly scrolled down from the top.
(Image)
Ah that's straight forward. You need to know from which scene your player has just come (It's set in the order they are in your build settings) This is a variable in your player start.
Look in the inspector for the Player Start (Script) and you will…
well I'd just have an interaction switch the overlay to one which leaves a 'light hole' in a different way.
If you wanted to have a very clever level of control then you could have the shadow overlay animate, just animate it like any sprite and have…
I don't have an answer for your first question (I only use AC in 2D myself) but for your second you DO need a player start to test and you need to make sure your desired character prefab is set in the Settings Manager player slot.
Is this not the standard upgrade issue which involves all AC projects.
It might not be, but the usual method to avoid it is to uncheck the import of the AC package Project Settings.
Hope this helps.
Have you been duplicating ActionList items (such as cut-scenes and interactions) at all? You can't do this, they would all run if you try to run any of them (or such an effect)
If you are finding you run an ActionList and it affects things you didn'…
Better to try this:
Have an overlay which is partially transparent - like the character shadow. I mean to use this as a shadow cast on the whole scene/area. It can be quite low resolution if you want soft edged shadows.
I thought, like you, that ill…
That works but it isn't the best method.
Look in the AdventureCreator settings tab for MENU and view the Hotspot Menu properties.
You will see below Hotspot elements: AC.MenuLabel 'HotspotLabel' properties
Here you can uncheck the "Is visible?&…
I think you might be over-thinking this one.
What I would do (and do for some exits) is have the scene much wider than the screen space/camera edge allows. This way you can simply activate an exit cut-scene to your liking and, instead of following t…
I think you need to make it very very thin vertically. Just make it go where you want it to left and right but only make it a very small amount in the y direction.
You shoudn't need any other assets to make your cut-scenes. Adventure Creator has sufficient ability with Unity to do this without anything other than your own art/animations and sounds.
From looking at a couple of your animations I still see that there are definitely elements you could break down and use as sprites in Unity.
Your characters could still be hand drawn sprites, but using layers in scenes just as you would in any game …
If you usually use Flash then I recommend getting the animations produced in Unity. It's totally the right way to do it.
Did you catch this Unite bit on 2D best practice?
https://www.youtube.com/watch?v=HM17mAmLd7k
Once you get used to animating i…
In addition to the Unity store there's stuff here too:
https://www.gamedevmarket.net/category/2d/characters/
I can't say what others use as I do my own animations.
The thing is there are so many possible 2D styles: super low pixel/ Sierra pixel art…
In what software have you developed the animations?
@David is right to suggest cut-scenes.
I have done that myself where I used a loop of the sea moving and then have objects move about in the Unity scene with their own smaller animations. It would …