Hello,
I am developing a controller-focused game, and I have noticed a few issues with the Conversation UI.
1) Conversation Bug: I am not able to scroll up or down using the joystick vertical axis until after I have clicked an option with the mouse. Then future conversation dialogs in that sequence are responsive to vertical axis selection.
2) Conversation Bug: When selecting an option using joystick vertical axis selection, the player can select items that do not exist. Ie, if the player is currently at the top of the list, pressing up will make the selection bar disappear until they press down again.
3) Low priority Subtitles feature request: Variable text scrolling speed / text delays. Sometimes I'd like to delay a portion of text to show the character is speaking more slowly.
For an example of this,
here is a scripted sequence from a gamejam I did a while back. Note the pauses at 1:27, 1:33, and 1:46. (In RPG Maker, this is triggered by putting delay control codes into the text itself.)
~
Since I'm new to Adventure Creator, the bugs may be user error -- please let me know if I missed a step somewhere
Thanks!
Comments
1/2) Are you using Unity UI, and so Unity's EventSystem to detect joystick movement? Conversations don't actually scroll in the normal way - you have to create "shift up" / "shift down" buttons beside it. I'm not actually too sure how much of an AC vs Unity issue this is, so I'll need more info about it, please.
3) Tokens can be used to break up game text. See section 10.3 for a full list of tokens available when writing speech text.
#2 [resolved] - During project setup, I selected to use the Unity UI option and imported the sample UIs. So, 'scrolling' may not be the right word. This is more navigation between buttons. I've managed to solve issue #2 by switching the conversation buttons to Explicit mode and manually linking the conversation buttons together (before that, visualize showed the navigation path going off into nowhere).
#1, This seems to be an issue of no button receiving focus when the conversation menu pops up. Is there a way to specify a 'default' button to receive focus on menu display? Perhaps through an actionlist command?
#3, Nice! I am in particular looking forward to playing with [continue], some very interesting possibilities there! Is there any way to specify less than one second to [wait:x]? Sometimes one second is just a touch too long.
#4, New issue: I am able to highlight two buttons at once. I start by using the joystick navigation to highlight a button, and then I can also mouse over a different option. Both will be shown as selected. Ideally, if the mouse causes a button to highlight, the active joystick selection will change to the new button.
#3, Again, I'll consider it
#4, I believe this is a Unity UI issue (more likely a "best practice" one, rather than a bug), since Unity handles the selection/highlighting of elements like this. You might have luck on the Unity forums with this - otherwise I'll let you know if I turn anything up myself when looking into #1.