Ah okay. I just thought it would be convenient to create a single generic custom action 'Pick up item' that allows to select an inv item in the action editor GUI and then performs the whole list of actions automatically - since it will be exactly th…
Okay, so in the Custom Action template the Run section now looks like this:
override public float Run () { AC.PlayerMenus.GetMenuWithName("Inventory").appearType = AppearType.Manual; AC.PlayerMenus.GetMenuWithName("Inventory&q…
I'm trying to implement this now, however I'm still a bit lost as of how.
I'm using the AC default Inventory menu, and my inventory's Appear type is set to Mouse over.
I'd like to make a custom Action that does something like this:
1. Change Inven…
It's actually not that I need the game as such to be pixel perfect, but I found that if I set all my sprites to 1 pixel per unit I could easily move them 1 pixel at a time when snapping to the grid. Of course I didn't take into account that this cou…
Ah okay, I'll switch back to retro-style then.
I'm not completely sure what you mean by 'physically speaking', but I can see that the Brain2D idle down sprite is 180x324px, whereas my sprite is 100x110px.
But whereas Brain2D is set to 100 pixels p…
I was initially using 'Retro-style movement', but now I tried switching it off, and I can see that the problem doesn't seem to occur when I have it switched off. I have now tweaked the acceleration and deceleration parameters to resemble the retro-s…
Ah yes, thank you! I had just applied a DontDestroyOnLoad() to the script, but it's probably safer to simply attach it to the GameEngine.
In case others want to make use of this thread, let me just point out a typo in the script: in the OnDeselectI…
Thank you! I'll take a look at this. Although at this point I'm not completely sure if it should apply to all Single interaction hotspots, I can probably figure out some kind of pattern. As for the script, which element should I apply that to?
Hmmm... Most probably somehow you closed the tab accidentally then.
Anyway, in the top line of Unity where you have 'File', 'Edit', 'Assets' etc. you should still have 'Adventure Creator'. Click 'Adventure Creator' -> 'Editors' -> 'Game edito…
Thanks!
And just to clarify further: I just realized that if I switch around the order of my interactions in my Interaction menu, my Single interaction hotspot always prefixes with the label of the cursor associated with the FIRST of the interactio…
I'm using AC v1.66.8.
Just to clarify, my Single interaction hotspot DOES update the hotspot label, but it prefixes with 'Use' no matter which icon I set it to.
I'm using AC v1.66.8 and Unity v2018.2.10f1.
I only have a Player character at the moment, and I'm using Point-and-click movement.
Here is my Settings manager:
(Image)
And here is my Player prefab inspector:
And no, my scene doesn't need such …