Hi dude, thanks so much for your feedback!
I agree that movement at times looks really off, especially vertical/diagonal movement. I have an 8 directional sprite, but somehow AC really seems to prefer the left/right sprite animation when moving diag…
I think I've located the source of this bug:
In the Player settings, if the Configuration -> Scripting Backend is set to Mono2X, the save files will not save the active camera. Just switching this setting over to IL2CPP fixed this for my projects…
Good suggestion, I can see this put to use. Since "wrong" interactions happen so often in adventure games, a more varied approach to handling these would be great.
After some searching the forum, I stumbled across a solution where you can send a value to an AC variable from a script. This was the code I used, and then I made an action trigging a cutscene when the x-position was at my threshold.
AC.LocalVariabl…
I'm still encountering a camera restore bug on my 2D iPad game. If you load a saved game from another scene, the camera is not restored properly and won't follow the player. If someone else is doing an iOS game, maybe you could test this?
OK, I think this is a bug in AC.
I've recreated the same thing in a new project:
I created a short two-scene game with the assets included in AC. When saving the game from scene A, then walk to scene B and reload the game, the camera gets much too …
I've gone over and exchanged all MainCamera prefabs with the original that came with AC. No difference.
I've tried to understand what happens when the camera gets stuck, and it might look as if the camera is stuck in perspective mode instead of orth…
Thanks humaldo, I'm actually also using that MonkeyIsland font. I'll try your settings and see how they look on the ipad. I'm having more trouble on the iPad export than in the Unity player, so I might tweak some more and see if I can get it to work.
Thanks for your reply, Chris. The log file from xcode does not seem to contain any errors.
The GameCamera2D is set as the default camera that follows the player.
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The player's position is saved and everything else seems to be in order. It'…
humaldo, might I ask what font you are using and what settings you are using to achieve the outline?
I'm having trouble with my pixel font with glitches in the y-axis when I adjust the DrawTextOutline to get a nice, even line thickness (I need aroun…
Ah, figured it out. In the Actionlist editing settings there is an option to Invert panning in ActionList Editor. When inverted is checked, it acts normally (even though logically it should be the other way around). No more scrolling the wrong way, …
I noticed this causes a bug on the iPad in 1.47. See attached image, some pieces of the outline is missing. Maybe it is related to the corner filling in the latest version?
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Ah, I missed that setting. It would be nice to be able to customize if you want one or two-finger taps on either the use or look actions, but for now I'll just use use actions on doorways - seems to work fine on iPad :)
I'm quite happy with Aseprite for pixel-based sprites and animations. I guess that Anime Studio Debut also can render out image sequences you can use as sprites (I know the pro version can).