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General Questions

edited March 2017 in Technical Q&A
Hi AC,

We're almost done readying a demo for a Kickstarter, but just have a few questions as we go through some polishing. Note that this is for a 2D point and click.


1. There seems to be a slight glide to the movement. How would we set it up so the actors in the scene move (both start and stop) immediately?


2. Is there a way to prevent actors from turning (we did turn it off on their settings) when they begin moving? Currently, actor's that have only two sprite directions are set to use either one for their up/down.

This gets a bit more complicated, because some actors actually have four directions. But regardless, if I'm moving "more" on one axis, the actor should immediately jump to that sprite direction.


3.We would like to incorporate depth scaling only when exiting the "back" of a scene. Is there a way to trigger this?


4. Is it possible to, when clicking a hotspot, essentially force the cursor to be a unique inventory item? For example, when the player clicks this one NPC, we would like the cursor to switch to a unique "use" item so that they can use it within the scene.


Thanks for the help!

Comments

  • 1) The gliding effect can be minimused by raising the Acceleration and Deceleration values under the Movement settings of any Player / NPC component.  If Deceleration is set to zero, it will take the same value as Acceleration.

    2) Disabling the Turn before walking? setting won't prevent a character from turning - but will instead cause them to turn while walking.

    You can hack this feature in by checking the option, finding the TurnBeforeWalking() function inside Char.cs, and replace Turn (false); with Turn (true);

    3) Scaling in 2D games is done by use of Sorting Maps.  All Characters begin a scene relying on the Default Sorting Map defined in the Scene Manager.  You can, however, use the Character: Change rendering Action to change which Sorting Map a character relies on mid-game.

    4) The Inventory: Select Action will force the selection of any item that the player is carrying.  If you want it hidden from your regular Inventory UI, you will have to rely on Inventory Categories to only list "regular" items in your Inventory Box menu element - see Section 6.1 of the Manual.
  • An update on 2): an alternative option is to simply raise the character's Turn speed value.  It may be that that is enough for your needs.
  • Hi Chris!

    Thank you for the replies, and sorry for the delay (had to wrap something else up).


    1. This seemed to do the trick.

    2. You're right, we had it backwards. Reversing it seemed to fix it, but with some delay. However, noting your update, it seems that increasing the turn speed value should fix that. Excited to try that out.

    3. Okay, that sounds good. It looks like we'll use triggers to toggle their sorting map on and off.

    4. Yep, that did it. 

    Thanks again for all the help!


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