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GeometriX

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GeometriX
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  • I must admit that I found the tutorials to be more than enough, but I've been playing around with game dev for years, so it just seemed like a natural progression for me to pick up Unity and AC. Apologies if this is totally off the mark, but I feel …
  • I'm returning to this thread because I think it's related to the issue that I'm having. Please note that I do have a player prefab assigned in my AC settings (I always have). Almost every time I gather text (for the purpose of using voice-overs), if…
  • Oh, awesome news, thanks Chris. Not a problem. I have a workable solution for now - bug-fixing is a much preferred priority!
  • I've been having what I think is the same problem. Since updating to 1.50e, I've added a few new lines of text, and changed some others. Then I gathered my speech again Now I'd say about half of the dialogue is set to different speech IDs, meaning l…
  • Done. It's working perfectly now; thanks Chris!
  • Thanks, that takes care of it! I've noticed another tiny issue though: when in "close-up mode" (as in, the camera switch has occurred), whenever the player clicks the mouse, the mouse cursor jumps to the centre of the screen. This doesn't …
  • Not sure if the UFPS camera-switching bug was meant to be fixed in this latest update, but it's still present.
  • Ugh, dammit, sorry - last night I rolled back to Unity 5.2.2 and deleted my project in 5.3.1. I thought I had it backed up but my syncing software overwrote that as well :(  I was having really sluggish performance in 5.3 (unrelated to AC) so I just…
  • I'd say it's definitely possible, and even desirable if you don't have much in the way of programming experience. I know I'd certainly use AC as the base from which to work if I was making a simple RPG. I do however recommend that you also take a lo…
  • I'm not sure - I did both to be safe.
  • Thanks as always Chris, I've updated to 1.50c and applied those two recommendations. No errors yet in my testing so here's holding thumbs it's done the job! MultiSceneChecker is set to -500 on the Script Execution Order, and MainCamera is set to 600…
  • Okay, updated to 1.50b (thanks for the stealth update!) and Unity 5.3.1 - I'm happy to report that the inputs are working perfectly now! Got a few new problems now, in particular related to UFPS, but I'm still digging around and trying to sort throu…
  • Ugh, sorry, I was on my main project which is still with 1.49a. I just did that change in a test project on 1.50a and the input seems to work fine! I'll update my main project to 1.50a in the next day or two and come back with the results.
  • Ah, my apologies; I thought it was the same error as before, but it's different: NullReferenceException: Object reference not set to an instance of an objectAC.Options.GetLanguageName () (at Assets/AdventureCreator/Scripts/Options/Options.cs:571)AC.…
  • Thanks Chris, we're definitely getting somewhere. Sadly not resolved yet. With that fix, now the menu item at least shows when I choose to enable it. I get no error messages in edit mode, but at runtime, when I actually try to use the input field, I…
  • Just tried a new 3D demo scene in a new project, with the now updated AC 1.50, fully redownloaded, and it does the same thing :( Going to test on a separate PC later, to see if it's my machine or what. This is driving me crazy, since it used to work…
  • Thanks for your response, Chris. Apologies for the delay! My GameEngine prefab didn't have RuntimeLanguages attached to it; I added it but unfortunately the error is the same. Of interest: I tried a separate vanilla project with just AC running, and…
  • The actual grid or presentation of any inventory system is only the visual side of things; any game with a limited inventory will control it with a few variables. I'd suggest having two global variables: currentInventory and maxInventory. Then, when…
  • Haha, as someone who only has to bend UFPS to fit the purpose of a single game (and has infinite headaches with just that), I can only imagine the pain of having to support possibly hundreds of games! Almost unfortunately, it really is a good asset …
  • ^ That both excites and terrifies me. I've done a lot of tweaking to get things working the way I like, so hopefully the changes won't break too much in my project. With that said, the vast majority of the fiddling has taken place on UFPS's side, so…
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