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Alverik

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Alverik
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  • That's the code to make an object in which you can set a replacement Post processing profile (for post processing stack v1).  I did change some settings immediately based on static/global variables. To avoid messing with the Profile asset it's reco…
  • using UnityEngine;using UnityEngine.PostProcessing; //...........................then inside the class public PostProcessingProfile NewProfile; void Start()        {            if (NewProfile == null) return;             var ppsBehaviour = Camera.…
  • @armaan There's no easy way to create options for graphic settings... The way to change the settings for effects depends entirely on what effects scripts you are actually using (which could be from the old standard assets, the deprecated Cinematic e…
  • This is another one of my favorite videos about level design: https://youtu.be/WWXsmnlmADc
  • @shredingskin @Klabautermann 2D or 3D assets aren't the issue here, it's the camera style your game is going to be using. Games where the designer is mostly in control of the camera typically have a different level design approach to games where t…
  • Good luck, though Kickstarter is harsh, haha... maybe you should give IndieGoGo a try too (as far as I recall IndieGoGo gives you the money even if you don't reach the goal).
  • @Klabautermann Don't depend on a feature you don't think you can implement... If you can't get voice acting, then design the game in a way you don't need it. Your modding experience might actually be getting in your way right now, since when you mod…
  • @DustyShinigami You mean the way the size of the character changes as he approaches the camera?? or just the right look in the animation? (ie: the perspective in which the character is drawn). I though the issue of making the character bigger or sma…
  • @DustyShinigami Well, if you want really flowing 2D animations you could also try rotoscoping from video. You basically trace the silhouette of a real person from a video for a few frames. Then you draw over the resulting frames to add extra detail.…
  • @Klabautermann Well, you could use beeping scrolling sounds for dialogues too. I've played so many games that use them that I'm used to them. I find them better than silence. Sometimes they even feel creative, like when they use a different tone reg…
  • @Klabautermann you could try Firewatch and Oxenfree, they're both adventure games done a little different. Firewatch, specially, shows a hybrid done well. You have all these gameplay features to hike that help the player do stuff even when just tr…
  • @davk Always check the Releases section in the asset store (in the new asset store page), it shows the current version of the asset and when it was last updated. If you take a look the last update wasn't all that long ago. Considering that some asse…
  • @tzivaeris by what @Rairun said all you need to do is duplicate the sprite fader block of code (it's an if{} block) in the RememberVisibility.cs and then change the names. like @Rairun said "Replace  SpriteFader with MultiSpriteFader, and sprit…
  • Ummm, I was editing one of my comments in another thread, I tend to edit my comments several times to reword them or fix grammar or typos. But after applying an edit the third time my comment disappeared saying it needs to be approved... is that bec…
  • Ummm, I'll speak both as a Indie dev and as a Player. First, you are thinking very "classic" adventure games. They do tend to drag if not done well. If the story and dialogues are mediocre or the puzzles are ridiculously easy or hard it's…
  • Ummm, is this for a large quantity of AI? or just a few? Doing AI with AC might be doable using custom actions and such, but it won't be efficient for a large number of Agents... For a large number of agent's you'll need code optimized for that task…
  • @kici Well, if the jump locations aren't many, you could try turning those jump areas into hotspots/Triggers and use them to run a cutscene or a Timeline. that way you can then do them Zelda style (by pressing a button or doing it automatically for …
  • Really nice! I was just planning a project where I'll need to be able to call blend shapes or other character animations using speech tokens. So it'll be very useful. Kudos. By the way, sorry I've been a bit absent from the forums for a while. I've…
  • Ummm... I think it would be better to have each AC class add itself to a public/static list or dictionary on the StateHandler, on Awake or OnEnable. Having the objects register/de-register themselves to/from a list would avoid having to use the real…
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