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themightyzq

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themightyzq
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  • THREAD NECROMANCY! So I'm adding full point & click navigation to my game and am about finished. I decided the last thing I wanted to do was get the run toggle to work. Followed the steps in this thread and got it working with the exception o…
  • HOLY HUGE UPDATES, BATMAN. Seriously cool stuff here, Chris!
  • @witheredCrow - Yeah, I had thought about doing a global variable and doing it per achievement via actionlists but was hoping for a system level thing that would do an auto-check on load so I wouldn't have to touch the content data. I'm going to do…
  • Hey all - the latest release of my game has steam achievements all working properly, however, I want to push a new release to itch.io, so I'm going to need to disable Steamworks.NET on those particular builds. Can someone give me an example of how …
  • We released in July and have sold around 500. Not setting the world on fire by any stretch but that's okay. We're pretty close to breaking even and it was more about the learning experience of how to do all of this with a shoestring budget and tel…
  • Just wanted to let you all know that we put Arkhangel up for sale for 50% off on Steam and itch.io Ho, ho, ho! (Image) Steam: https://store.steampowered.com/app/868580/Arkhangel_The_House_of_the_Seven_Stars/ itch.io: https://winternightgames.itc…
  • I'd have to look at my setup again, but you might be able to get away with not using the close action!
  • To piggyback on to what @ChrisIceBox is saying, I've had something similar to this happen on MacOSX from time to time.  To test things, I started building in 64-bit instead of x86 and that fixed it.  Apparently, I was running into a known Unity + Ma…
  • (Image) Hey all! We are very excited to announce that the long-overdue update for Arkhangel is now available with a limited time special promotion sale at 33% off list price! So, what all is included with this update?  Let's get to it, shall we? -…
  • Okay - these settings really helped.  I think it was "snap" that really made it work better.  It does down to 0 when you let go of the button.  Basically, in the easiest example, I would press down on the d-pad to go down in the pause men…
  • Okay, so I temporarily removed Rewired and re-setup the Unity Input Manager and still getting the same behavior.  I've added the Debug.log to PlayerInput.cs and didn't really see anything out of the ordinary (+1 for up and -1 for down).  I played ar…
  • Great info, @ChrisIceBox!  I shall do some sleuthing and see what I discover!
  • Gotcha.  I'm using ReWired, so I might need to interface with that developer on some of this.  Here's a screenshot: https://imgur.com/8aUSTQE Pretty much all axes are effected, albeit randomly.  I can click down several ticks and then it'll all of …
  • 1. AC 1.65.1/Unity 5.6.6 2. Xbox 360 and Xbox One controllers 3. Yes 4. D-Pad Up: Vertical +, D-Pad Down: Vertical -, D-Pad Left: Horizontal -, D-Pad Right: Horizontal +
  • Circling back around on improved D-Pad support and/or tweaking options as I've been having a number of issues with using a D-Pad when navigating menus.  I don't really have any issues with menu navigation using the keyboard or the analogue stick on …
  • Just so you know, I got this working just fine.  Thanks again!
  • @ChrisIceBox - Great!  I'll take a peek and see if I can get that working tonight!  Thank you, sir!
  • Heya @ChrisIceBox.  Actually totally missed this response as I had to go out of the country for a week and then promptly got buried when I returned.  I'll try to get this stuff packaged up but in the mean time, I'm in the process of finishing adding…
  • Realized I never came back to this thread to let people know how I did this. First, I installed Control Mapper into my scene: https://imgur.com/vOZ7voq Next, I created an AC menu that sent a custom message of "Open" to the ControlMapper…
  • Anyone have any experience triggering a Rewired Control Mapper UI screen from an AC menu and have it go back to the AC menu once you're done with your changes?
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