Thanks armaan ;) Yeah, I do everything myself except character animations (I make some of them but mostly they're done by a freelance artist who also worked with me on Downfall 2016).
I'm pretty sure it's about the correct rotation of the mirror. I have the same kind of mirror in my game using Hedgefield's method and (after rotating it for a long time ;) ) I managed to have it reflect same way as player is facing.
I can't rememb…
I've found a workaround for now. I made another object that's a ready-made pile of bricks in a knocked down position and I make the one with rigidbody invisible when leaving room and one without becoming visible. Also added to *on load cutscene to s…
One advice from me (as I had similar problem, just failed to think about it beforehand like you did ;) ) - when you import sprites UNCHECK generate mip-maps option.
Thanks, Chris! ;) That would be very helpful!
@mjbcfc
I'm sure there are more people like us quietly lurking and learning from threads like this ;) I know that whenever I get stuck Ithe first thing I do is search through here.
Thanks for the advice! I wanted to map the axis really badly, still do, but I couldn't figure out for the life of me what to put in the input settings. I'd tried with Horizontal/ X axis but now that you mention Cursor Horizontal, I believe that's so…
Solved it myself by adding another action list running in the background (input: check axis/horizontal/less than 0) and waiting for a few seconds before triggering everything that QTE should trigger on completion. Sorry to have bothered you! ;)
I've replaced the Animator controller (just the few basic animations for now but adding the rest is a simple matter of drag and drop) and yeah, it fixed it ;)
Thanks for the suggestion Alverik!
Funnily enough, the error only showed up after updati…
EDIT: So far updated to new version of Unity. Haven't made a build yet but some new warnings showed up (Lorelai_Main is the player prefab):
The Animator Controller (LorelaiAltController) you have used is not valid. Animations will not play
UnityEng…
I think I'm using the same footstep script in my game. In scenes I want footsteps to be different I drop the player prefab in the scene, place different footstep sound effects in the slots and NOT click apply. So within that one scene the footsteps …
Yeah, it's happening only in the build version. Animator in editor shows correct animations playing, though.
I haven't made a build for 2-3 months. Before it worked fine. I don't think I did anything different in the meantime. If anything, I learne…
1. Indeed I am, in a lot of scenes in fact, I spawn my prefab in there somewere on the side, to check on the animations and such. So, if I understand you correctly, if I don't do that for the first scene, it will then stick for the rest of the game?…
For anyone else working on a 2D direct control game like mine, searching this forum for help with this particular problem, here's a very useful method of stopping the Sprites Unity animated character without collision cubes:
-use a trigger instead…
No, I just import a bunch of numbered sprites. But I do have the generate mip maps option ticked, filter set to bilinear. I don't know if that matters at all... ;)
Okay - starting game with that new test scene, then using a hotspot to switch scene to the original starting scene the glitch is gone. I don't know why, and I have no idea what's been causing it... but the main thing is the problem is fixed ;) I was…
I made a new scene, moved it to the front in the build settings so it's the first scene in the game, and placed player and 1 npc in there, without removing any AC components for now. No glitches whatsoever. Works fine... Now I'll try to go to the or…
Using Unity ver 5.3.4f1 personal. AC ver 1.52a. Platform: Windows PC x86_64 Animating using Sprites Unity method.
It happens same way every time I play it. Animations were fine before this happened and looking at it now no sprites are missing in th…
I really liked this!!!
Agreed with Alverik, that some animations could do with some tweaking, but nothing major, maybe just add more dynamic movements? ;)
The art design is brilliant, though. Right up my alley ;)
I'm looking forward to Octave! ;…