Hello.
I'm interested in Adventure Creator, but I have few questions before I will decide what to buy.
Posted this on Unity forum, before I found this forum:
"I apologize for the beginner question, but what is the difference between Adventure Creator and First Person Exploration Kit or Horror Development Kit or other like First Person Adventure, beside the first person interactions and price?
Second: Does Adventure Creator has a Load/Save included? "
I tried the demos and I had seen a load / save but I don't know how it was created. Also, what about GUI?
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A rundown of the save/load system is covered in Section 9 of the Manual, but essentially it comes down to attaching components to GameObjects whose data you wish to save - ie. the "Remember Transform" component to an object that changes position. Things that AC knows must be saved (variables, inventory, player position) are handled automatically.
Alverik thanks for detailed answer.
ChrisIceBox /; thanks for the manual link, will be checking it out.
Your video tutorials are very informative. I watched the 2d and 3d one and was impressed with the effort, time and dedication you put into creating those.
I notice that Dialogue System and Playmaker integration is mentioned. Can you point me to any video tutorials?
Does Narrative Console https://www.assetstore.unity3d.com/en/#!/content/34906 work with AC?
While I haven't been through it myself, I imagine you could use AC's Menu Manager (linked to a Unity UI) for turning on/off the UI only - with the content of the UI controlled entirely by the other asset. A custom Action could be written to update the UI - see this tutorial. With custom Actions and events, it becomes much more possible to use AC with other assets in the way that makes sense for your own game.
I am interested in buying AC too and dont want to create another thread. So, if i can, i will ask here. I would like to start working (as hobby) on adventure game with player movement limited only to x axis. movement should be still controlled by mouse click. Im often planning to use animated loops (250 frames aprox.) as background and foreground. Im scared of complexity of Unity, i dont want to code, i prefere to focus on gameplay, visuals and animations. Im hoping that AC should be for me, but before i buy, i have made small video of expected gameplay and scene visuals and would like to know, if this is the right soft for me. I dont have much money, so wrong choice will be sad for my wallet. here is the link:
background is animated loop, foreground too. player is positioned between foreground and background. movement only in x, but with comfort space around that line for clicking with mouse. Is AC able to smoothly play those kind of loops, is movement in x possible without complicated scripting (i have read forums and it seems, that yes) and is this soft good choice for total unity amateur as me? Thank you in andvance for your help and opinions. Patrik
Welcome to the community, @passpatrik.
First of all, know that we can discuss a refund if you later find that AC isn't right for you.
As for x-only movement, there's a couple of ways you can do it:
With regards to the looping animations, AC wouldn't actually handle this since it still relies on Unity for animation playback - but Unity certainly can do this. AC can be used to start/stop animation playback, but animation that loops for the whole scene's duration probably wouldn't need this.
If you're unsure about this, I would recommend getting the foreground/background loop animations working in Unity before concerning yourself with AC. While AC does aim to be accessible to Unity users of all experience levels, it is recommended to have working knowledge of its interface and animation in particular. AC's 2D tutorial video is the one most friendly towards newcomers.
Hello Chris,
thank you for your welcome and your quick and explanatory reply, plus generous possibility of refund. I will dig info about animation loops in unity and i hope i will be able to understand them, because im looking forward to start putting assets together and making them alive in your plug=in.Best wishes and thank you again. Patrik
Good day,
i have purchased AC and my work on assets is already slowing down, because im not painting, but trying to figure out what else i need to learn. Now I know how to create animation loops and animations in unity, but the AC is still quite complicated because im not familiar with Unity basics. I hope that my panic will slowly wear down. I would like to ask you, if you are considering to add rotation animation and limitation of movement to only x axis as AC features. I understand that it is possible to achieve that through coding in Unity itself, but it would be great to simple check that option in the AC menu, especially for beginners like me. I believe that rotation animation will improve the feeling from animation greatly and that it is not just some minor gimmick. Finaly, thank you for your program. I wouldnt have chance without him, trying to bring to life my game only in Unity.
I've described above two ways to limit movement to only the x-axis. There's no "set way", however, because the needs of each project differ. If your game relies on Direct movement, you can also add a Rigidbody 2D component and freeze the position in the Y axis.
What rotation animation are you specifically referring to? Please post screenshots for such a visual issue.
In a 2D game, your character's "sprite child" can be animated however you wish - including being given rotation. If you're trying to animate a character's Z rotation on a loop, doing so in each animation (e.g. idle, walk) would cause jerky motion as they transition from one to another. Better to instead perform the rotation as a separate animation in a sub-layer of your Animator, so that it plays alongside any standard character animation.
Sorry, if im asking stupid questions. I know that you described possibilities to limit movement to one axis above. By rotation animation i mean animated frames between rotation (flip) from one facing side to another:
https://giphy.com/gifs/XBoAmkaxwh9nVbvn9z
Ah, thanks for clarifying.
For turning animations in 2D, you'll have to rely on the "Sprites Unity Complex" animation engine. This takes a little more work to set up than the "Sprites Unity" engine, which is the default for 2D, because it relies on using Animator parameters to determine what animation gets played - as opposed to a naming convention e.g. "Idle_R" for right-facing idle.
With "Sprites Unity Complex" animation, you define parameters in your Animator Controller that AC sets automatically. For example, the "Move speed float" parameter is set to the character's movement speed, and the "Body facing angle" is mapped to the angle they are facing. You then use these to create transitions between your various animations (e.g. Idle_R transitions to Walk_R if the "Move speed float" becomes positive.
This is more in line with the standard way of working with animations in Unity, so if this is new to you I would recommend just getting the idle and walk animations set up using this animation engine. When you're ready to implement turning animations, you can do so by creating transitions between your left and right animations when the angle changes, or the turn speed becomes non-zero.
See the Manual's "Character animation (Sprites Unity Complex)" chapter for full details on this mode. A variant of the 2D Demo's player character which uses this mode can also be found in the 2D Demo's Resources folder.
If you need further help with getting such an animation implemented, please create a new post in Technical Q&A with details on what you've achieved so far.
Thank you Chris, youre right. it would be better to stick to simple sprites unity complex for now, because AC alone is still pretty comnplicated for me. But now at least i know how to limit player movement to one axis and how to create and play animations:
Now im trying to figure out how to create and chain scenes together and to be able navigate in AC folder hierarchy. But i will try to not bother you and other users here too much.
Once you add a scene to Unity's Build Settings, you can switch to it at runtime using AC's Scene: Switch Action.
As for AC's folder hierarchy: be aware that it's optional. Some users find that it helps keep things organised, but clicking "Without folders" in the Scene Manager when creating a new scene does without them.
passpatrick - this tutorial helped me LOTS when I started with AC. Just follow what the guy is doing: