Well, I don't want the menu to pause the game and the music, so I can't use the Pause Game When Enabled option, and I can't just have it in the Normal gamestate because then the hotspots behind it are still clickable. So when the menu opens I use Me…
Actually, I've discovered just now that it is the Character:Animate function that's the culprit. In one scene I have a character face a direction, then animate him with a custom clip. This clip is made to face left, but the NPC script is set the rig…
The standard AC Unity sprites method also uses Mechanim, at least that's how I'm using it, much the same as you. It seems a little weird, but as long as you put sprite renderers on your characters and animate them using clips you put in a mechanim a…
I checked the PersistentEngine gamestate like you advised, and when I click an inventory item it does flip from DialogOptions to Normal (I force the dialogoptions state through code because I want to have the cursor but not pause the game when I ope…
It continues...
https://www.dropbox.com/s/kxruexylxlqiw86/flipped.jpg?dl=0
My NPC moving to a marker to his left gets flipped in 3D space, like he's a sheet of paper and you're looking at his edge. The player seems unaffected. Once I reset the NPC …
Great update! You've been working hard on this haven't you :) I can't wait to get to my next game where I can use some of these sweet features.
I did find some little problems - the set sprite scale option in the Character: Change Rendering action d…
Something changed in the AC namespace with 1.38, so I updated the script to properly refer to it, should work again now. Thanks for the heads-up dxmachina.
Ah yes that works great, thanks. I opted to put the code for it in a custom script that's present in every scene, so that way the movement always gets disabled regardless of which scene I test in the editor :)
Great :) I don't know yet how to handle inventory items in code, I've tried to find the reference to it but nothing useful yet. Maybe take a look in ActionInventorySet.cs to see how the action does it, maybe you can borrow code from there. Otherwise…
Cool! Great to see a classic adventure game return thanks to Adventure Creator. And it looks really good too.
For some weird reason your link to your site goes to a hugedomains website hosting landing page, but I found it through your facebook event…
The Main Camera is locked to follow whatever GameCamera it is using as its target. This means you can't move the camera itself because it will snap back instantly. Like I said, make an addition GameCamera2D, make an animation for it with the movemen…
You can use AC.GlobalVariables.SetIntegerValue(id number of the variable, desired value);
You can replace Integer with Boolean and Float too. And the value does not have to be a plain number, if you want to increase or decrease by one for instance j…
You could add the Moveable script to the camera, that will make it available for Object:Transform actions, but I doubt that will work. The better way is to create a new GameCamera, then use Camera:Switch to switch to it during your cutscene, animate…
I assume you are working in 2D, then this tutorial should tell you everything you need. There is also a tutorial for 3D characters. Basically, make sure multiple directions is checked and set which direction mirrors the other. walk to idle should ha…
I tested dxmachina's solution and it works fine in Unity2D mode also, so I'm going to assume this fixes the issue. I've updated the download in the OP to include his fix. If anyone has problems with TopDown mode because of this, let me know.
This error occurs because when using multiple directions the game looks for animations for ALL directions, regardless of whether you need them or not. If it can't find one, it throws that error.
What you want to do is add a new node in the Animator …
Glad you got it sorted out. Can you PM me the updated code bits? I'll put them in the original script.
And yep it doesn't play well with animated cameras, I forgot to put that in the OP. It's because it transforms the cameraposition itself, instead…