Working on a full length classic 2D point and click adventure called "Dexter Stardust and The Robot from Planet X". Check out here: https://twitter.com/SeaMonsterMedia
Chris! That's it. It works perfectly. I tested it as well with Saving and Loading. It works beautifully. I wanted the Camera to Crossfade, so I added this code (just included the top 30 lines for context):
using System;using UnityEngine;using Unity…
Thanks. First, the static variable you added works great. Previously, I added the "UpdateMenu" function because if you were to enable a direction arrow through an actionlist, it wouldn't activate that arrow until OnEnter was run again. But…
Thanks for that! I haven't gotten to test the saving because I encountered a bug with the initial script. It's difficult to describe accurately, so I filmed a little screen recording with narration to explain:
https://www.loom.com/share/5cc7e37fcbb…
Hey Chris, that's great, and it works great as well! There was an error with this:
private void OnEnable () { EventManager.OnMenuElementClick += OnMenuElementClick; } private void OnEnable () { EventManager.OnMenuElementClick -= OnMenuElementClick;…
Gotcha -- OK. It "works". Here is the script as of now:
using System;using UnityEngine;using UnityEngine.UI;using AC;public class MiniLocation : MonoBehaviour{ public Direction up, down, left, right; public _Camera camera; [Conte…
Thank you. Now, I went back and tried the arrow directions... while the ContextMenu GoLeft, GoRight, etc work, the UI arrow buttons do not work. I have the arrow buttons in the MoveDirection menu in the AC menu manager set to Click Type: Custom Scri…
Thanks for that. Yeah, I'm using Unity UI.
For that suggested script, I got a console error on line 43:
button.uiButton.onClick.AddListener (() => {Move;});
But I changed it to:
button.uiButton.onClick.AddListener (() => {Move();});
I als…
Hey Chris. Thank you for that. First of all, about the screenshot, try this:
https://i.imgur.com/3hTrJtL.png
This is the screenshot I took of my parameterised ActionList. As you can see here, there are a few extra things that happen besides just c…
Thanks for the response. Great suggestions here. To be honest, I have no idea why I didn't think of using parameters. Probably just bad AC habits from back when I was developing my last game. lol
Anyways, at this link, I added another screenshot wi…
Thanks for the response, Chris! And I'm happy to hear you enjoyed the demo and I appreciate the offer for advice.
Here's what each click on the MoveDirection (Up, Down, Left, or Right) is doing:
https://imgur.com/a/EiuxvU9
How would you advise I …
Thanks for responding, Chris. Yes, I have around 300 MoveDirection menus in the AC Menu Manager, even so, each one is referencing the same Unity UI Prefab.
But you're right! Especially your first suggestion.
To be honest, I didn't know that a Cuts…
Thank you so much for the response, Chris! Much appreciated, as always. I'll play around with this next week. I'm sure I'll figure something out. Thanks again!
Hey Chris! Thank you so much. I didn't get a chance to try it out, so I didn't respond. Now that I've played around with it, you're right! It works.
For anyone else that finds this later:
On line 1047, under public void DrawBorders(), I just wrote…
Whoops. It didn't get the last line. Here's what I meant:
"In fact, when I play the game in the editor, when the scene is fading in, the Unity UI is visible all the while. However, as soon as the game finishes fading in, the black border rende…
Thanks for the reply and for providing several options.
I'm leaning towards the final option (removing the border camera and creating a Unity UI border). I have done this:
* Created a layer called "EdgeCanvas"
* Created a second camera (…
Thank you so much, Chris!
* I copied and pasted that code exactly how it is written above on line 39 in the CursorInfluenceCamera.cs script.
* I created a Global Variable called "FollowCursor".
* In my options menu, I created a Toggle (co…
@monotonic thanks! I'm so happy to hear you enjoyed it. Good question -- so, the gameplay is done. I'm just finishing up the voiceovers. The pandemic has really affected coordinating that... like really really really badly. We would have already fin…
Hey Chris! I didn't see your last message. Much appreciated. That's a great idea about the dummy scene. I actually got this one sorted, but I think your idea is even better. Thanks!
Thanks Chris! Much appreciated. Yeah, I was using a a AC 1.70 version.
My player switching is not so much as having multiple players to go between on the fly, it's more like player-switching at specific moments. Like when you get a diver's suit, I …
Thanks @JacobJanerka ! BTW... I really hope they allow you to publish that Seinfeld game. It's looks sooooo well-done (and I love that you can't control Kramer. Brilliant!) My favorite show as well. Could you imagine if the actual actors came in for…