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My new Pixel Art Graphic Adventure developed for #ScreamJam using Adventure Creator.
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https://naninovel.com/guide/adventure-creator.html#setup)
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So when I create a new C#script and name it MouseOverInteraction.cs, without doing anything else, I already get all this which you see on this picture:
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I made the C#script and Toggle key....
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/// </summary> public void ChangeSkin() { Invoke("DelayedChange", 10f); } public void DelayedChange() { print("CHANGED SKIN&am
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</summary>public void ChangeSkin(){ Invoke("DelayedChange", 10f);}public void DelayedChange(){ print("CHANGED SKIN"); skeletonAnimation = Ki
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/// Info found here: http://en.esotericsoftware.com/spine-runtime-skins#Skin-changes
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/// </summary> public void ChangeSkin() { Invoke("DelayedChange", 10f); } public void DelayedChange() { print("CHANGED SKIN&am
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/// </summary> public void ChangeSkin() { skeleton.SetSkin("Clothes/Suit"); skeleton.SetSlotsToSetupPose(); // 2. Use setup pose to set base attach
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getValue and #set are for AC variables only. So they need to be set up in AC first, I don't recommend having a corresponding variable in ink, otherwise they may end up as different values.
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Also once I get the variable set up, do I need to set the value within ink before I can use it (using the #set tag)? Can I just use it like a regular ink variable, or is there a specific way I need to
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https://naninovel.com/guide/adventure-creator.html#setup
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I found https://fibrum.com/sdk/#sdk_download for example, simple VR integration, works with Google Cardboard, it would have been good if AC had this sort of integration built in, that supports mid ran
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On entering the trigger box the screen goes black. Looking at the '#scene' in game following this action, the player has not moved in to the next screen.
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Any idea why starting the game clears the Audio source field? I read ActionMovie.cs, and nothing there suggests this behavior to me, and there are no references to ActionMovie#sound in any other files
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The scene manager has the very nice feature of being able to hide and show the nav meshes in your scene. I recently added dynamic shadows to my game, and they kept mysteriously breaking. It turns out
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OK, for anyone else having this problem, Chris solved it for me. Turns out it was working fine, but it's not reflected in the editor unless the scene is running. If you click on the #Scene tab while
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I already have a few places where I'm doing #s 1 and 2, but for this, those options are overkill. If #4 is not implemented, then I'll go with #3, but it does increase the "tweaky" f
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