Hey, I remember Tobias from voice acting four characters in our adventure game "Looky - Das Adventure". He did a very good job back then. And now he's involved in making an adventure game, too. Good luck with it!
I'm experiencing the same thing for a long time now and always try to tweak the values here and there. I also did some thinking about it. Maybe it would be a solution to end a walk-to-marker command with a simple "set transform" to the mar…
Almost twelve years after its initial release, the classical 2D point and click adventure "Looky - The Adventure" was re-released on itch.io. Still a freeware game, the included full motion videos were revised and don't need any more exter…
I took a look at it and Google switched their translator site to Ajax which makes it impossible to get the translation by reading out the html source code, like I did. I found another way to use the website for translating by returning json code, bu…
Yes, I can confirm, that translating no longer works. Google must have changed something on the translator site. I'll take a look and try to find another way.
Oh, I see. Is it necessary to break the prefab instances of the old game objects or is it safe to leave them as they are?
I just sent you a PM with two ActionLists and the ActionsManager I use.
Thank you for another great update! So finally it is time for me to switch from Unity 2017.4 to 2018.3 which I didn't want to do until there is a feature that I really need. But now as timeline gets integrated so well into AC I can do my cutscenes w…
Oh my... Maybe it's a good idea to save a script after making changes...
The debug informations helped to find the problem: The inventory window still had the appear type "On Input Key" instead of "Manual". After changing it back…
By the way ... not only embedding Images doesn't work. Bold and italics text don't work, too.
I just saw there is a complete stack. This is when pressing the key which won't work:
Turn On Inventory
(From InGame_Inventory_MenuButton_OnClick , Menu: …
Says exactly the same, no matter if I click the on-screen button or press the key:
When inventory should be turned on:
_Turn On Inventory
(From InGame_Inventory_MenuButton_OnClick , Menu: Change state)
_
When inventory should be turned off:
_Turn O…
I already debugged with comments and the right Actions in the ActionList are running. The ActionList in the "Inventory_Helper" menu doesn't run, like expected. To be sure I deleted the locking/unlocking Actions to only control the inventor…
Yes, exactly the same ActionList runs by either clicking the button and by pressing the key. The inventory window does not pause the game. As I said, closing the inventory by key works, but not opening it.
Thanks. Using AC for some years now and missed the basic things. Strange... ;)
I use the same ActionList now for the key that I use for the on-screen button to open and close the inventory window. The on-screen button works for opening and closing…
I already switched the appear type of the inventory window to manual. But the Inventory: Check selected did the trick. Works as expected now. Thanks!
And now I've run into the next problem, but that is something for another thread...
OK, I try my best to explain what I'm aiming for:As you can see in the first screenshot I have an inventory window that can be opened and closed with the bottom left icon (works fine). I use drag and drop functionality for the items to have the same…