Yet another update! If you'd like to see Adventure Creator in action on PS4 / PS Vita, the game is now available on those platforms as well!
PS4: https://store.playstation.com/en-us/product/UP0763-CUSA06479_00-0000000000000002
PS Vita: https://stor…
Just an update! If you want to see Adventure Creator doing its thing on mobile with some touch control, the game is now also available for mobile! Here are links:
iOS: https://itunes.apple.com/app/little-red-lie/id1272918691?mt=8
Android: https://pl…
Hey everyone,
Little Red Lie is NOW AVAILABLE!
http://store.steampowered.com/app/510520/Little_Red_Lie/
If you'd like to see what AC can do in re-creating a narrative-focused JRPG style, or if you just like decent writing, I urge you to check it ou…
Thanks Chris! I gave it my best shot, but I don't think I know how to do this.I'm trying to expose a public string variable in the editor that will allow me to input the name of a character, and use a specific file for their narrated lines according…
Interesting! All of that actually applies to how I already had things setup (though I'm only on 1.55c - too close to rock the boat now unless I absolutely have to) and while this does indeed block any mouse hover activity after the UI elements have …
Actually, the moment I wrote this, I had one more idea:
What if the reason some of these UI elements are showing up and others aren't (unless you give them a Rect Transform Z of 1000) is because those elements are the ones nested lower than one lev…
Good news! I managed to figure it out on my own.
I have no idea why this works, but by giving the UI elements that weren't showing up a Z position of 1000 in the Rect Transform, they somehow punched their way to the top of the pile appropriately.
If…
Thanks Alverik! I'll take a look. I wish there was a way to simply tell Unity to put any AC-UGUI stuff on top of everything else, no matter what it is or what it wants to do... That would be the easiest way out of it.
I've sent a note to the makers …
Actually, that probably won't work, because the Player is of course a prefab, and that sound object is nested way down...
I don't know, maybe the best solution is to just make a separate version of the Prefab that has the sounds and one that doesn't…
For anyone looking for a way of doing this on a 2D sprite character that has worked well for me, I'm basically triggering the sound on beats 2 and 4 of my four-frame walk animation. Here's a gallery:
http://imgur.com/a/VcjIv
Also, you'll notice that…
Hey everyone,
Thanks for all your help! Just wanted to resurrect this for anyone else who comes across it with a brief addendum that tripped me up: What witheredCrow mentions in the OP about 'running Steamworks.net' is important. Your AC project wil…
Update! Your suggestion to make sure the additive layer had its weight set to 1 did have an effect: The bubble now appears.
Unfortunately, it still isn't additive, and still erases the base layer sprite when it plays!
Also, after it completes, it lo…
Still no luck on this, I'm afraid, though I'm actually not sure if it's AC's issue. For reference:
http://imgur.com/a/IFf4z
I've put the blank / empty state in there as the default you indicate, but it still isn't making the animation appear. I kno…
I could never end up figuring this out, but I came up with another solution in case anyone was curious...
Instead of having a separate toggle for fullscreen, I simply put 'Fullscreen' or 'Windowed' in with my resolution settings... So players can pi…
Hey Chris,
I'm in regular Sprites Unity, but I don't need any severe degree of control - I just need it to appear above the character sprite.
That said, I've followed your directions for how to get it going in Sprites Unity and it doesn't seem to be…
Thanks Chris! You know what? I think this sounds like the perfect thing for me to learn off of. I will build this custom action myself and let you know if I have any questions - and if I'm successful I'll add it to the wiki!
Hey Brent,
Here's an image of how I configured the action: http://imgur.com/a/YzE88
I have this action run as part of my opening cutscene.
I'll be honest, I'm not really sure why it works! I'm using the 'Direct' control method by default, so I ass…