Ok I'll try to explain differently - basically I have only 1 animation CLIP right now, which is a side walkcycle facing left (called walk_L). I've put this one in the Animator of the player (in a state called walk).
So with multiple directions check…
Most of my knowledge of the AGS method comes from observing it over many years ha, but I've looked into the manual to see if there is any technical info available. I couldn't find anything super relevant, but on the forums Khris had this to say abou…
Nice to see this got fixed in 1.29. It's still a bit of an issue for me though, but that's probably because I don't fully grasp how the animation system works.
So, what I have is a character drawn from the side, facing left. I made an animation clip…
Chriiiiiis! Great update, I especially dig the carriage returns and the music continuation, and the node-based editor is delicious. Solid work :)
I was a little confused by the aspect ratio value as I tend to think in 4:3 and 16:9, not in 1.5 and 1.…
Yeah probably, that's how Lost Horizon did it too I think.
You can take the same idea you're using in After Effects and apply it to gameobjects in Unity ofcourse. If you construct the environment by arranging textured planes in 3D space and leave ev…
Wow that Whispered World 2 gameplay looks great.
We used the same technique in the game I mentioned before, where someone builds a simple 3D mesh of how the room probably looks in 3D, then from the camera's perspective projects the image over it. If…
That sounds like a super rad game, I can picture it in my mind, awesome! I love the idea of a boat, there are way too few games on boats. And good choice on the limited scope, that's super important if you want to get a project like this off the gro…
Hey Fred,
I kinda feel the same way about this, my strength is 2D but I'd love to make a 3D game one day. But from experience I would say that making a 2D game is roughly the easiest route to take, especially if you don't know much about 3D, I've se…
That's pretty weird. Is it near collision/navmesh borders maybe? I've had strange occurrences like that when the collider somehow slipped off the navmesh or something. I fixed it by extending it past what you can see onscreen.
I'm also experiencing …
If it doesn't show up for you try going to the Actions tab in AC and hit refresh. It should be in there then.
This did the trick indeed, thanks for the tip Chris! I hadn't looked at that action before. Getting used to AC through the lens of AGS mean…
Hey Robin,
You're almost there. What you also have to do is go into AC's Menu manager and create a new menu called 'Cursors' (or 'Interaction, which is what it is called in the demo manager; it doesn't really matter much). This controls the display …
Cool man, the game looks great! And nice to see another AGS user making the crossing :) I've been learning AC bit by bit, mapping the old AGS features onto the new AC actions, but so far it's going well. I can imagine as a 3D game using Unity as a B…
You make a good point, voice acting probably gets more complicated that way. See I thought of this suggestion because we had a similar thing set up in Playmaker for an old project - a single-line and a multi-line action that also played nice with th…
Updating and overwriting has done the job for me but I've wondered about this too. Unity is quite badly designed when it comes to updating really, there are no notifications of new versions and they just bulk overwrite everything with the new versio…