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machineboy

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machineboy
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  • Thanks, I actually saw that! Funny side note, I actually worked on The Longest Journey, I had my internship in Funcom when studying animation and got to animate quite a few of the background characters in the game. Fun times!
  • Thanks, that workaround seems to be working - I just have to make absolutely sure the pause button reappears so that the menu can be reached at any time. It would be great to have a "Clickable in cutscenes" option for "Except when pau…
  • Hey, sorry for the late reply! Pretty busy times with releasing a game on two platforms :) It does not contain much folklore, but the themes of the game are based on life in the outskirts of Norway and how life used to be back in the old days compar…
  • Thanks, I'll try this when I return to the touch screen version. A bit busy with the release of the game, but I'll return to this thread if needed afterwards!
  • Thank you! Porting to Switch is a lot of work, but the core Adventure Creator systems works well on the Switch. A lot (most) of the technical challenges are under NDA, so I can't be too specific. You definitely need programming experience porting to…
  • Thanks, and sorry for the late reply. Unchecking "Can close interactions..." does help somewhat (in builds - in editor the mouse over interactions messes with the hotpot label, but that's really not a big issue). But a problem with this i…
  • This is my Settings Manager: https://imgur.com/a/VlY3v0g https://imgur.com/a/tYju1yA
  • A little update - I got a bit closer to getting the wanted behaviour. Regarding my previous post about Auto-hide interaction icons not being available in Touchscreen mode, they are actually possible to enable by first selecting Mouse and Keyboard, d…
  • Thanks! I'll try to see if I can transfer the examine data to use interactions and make it work that way. Note @ChrisIceBox : There is no Auto-hide interaction icons based on Hotspot setting when input method is set to Touchscreen. Is there a way t…
  • I use Cinemachine for cameras that need shakes. It might be a little bit of work to integrate in your setup, but Cinemachine has some great camera shake settings (alongside decent dolly/tracking cameras). https://adventurecreator.org/forum/discussi…
  • Hmm, I just tried the 3D demo and like you it works there. Must be an issue with my scene or setup somehow. I have both music and ambiance running in the background. I've worked around it by creating a custom script and adding an event trigger to p…
  • I also have an issue with menu button hover sounds not playing on non-paused Unity UI menus. I have an animated start scene which runs a Start Game Unity UI menu. No hover sounds are heard even if a Default Sound has been added to the Scene settings…
  • I have to do some more testing, I didn't have the time to dive in right now - it's deadline time. Hopefully I'll be able to revisit this afterwards (and make a test package). But the halt script removed the issue on both PC and Switch.
  • Thanks for the detailed answers! The behaviour is the same as the example videos in the previous posts. The player rapidly jerks back towards the last marker/end of path. I added Debug.Logs to teleport and halt in char.cs. I removed my previous A…
  • And a follow-up (Not sure if this should be a separate thread) - when a player is moving towards a marker in an actionlist, where exactly is this pathfinding code? I wonder if I could force a KickStarter.player.Halt(); when the end of the path is re…
  • Sorry for the necromancy, but I'm in the very final stages of development and have discovered that I still have som issues with "Super-accurate" and Pause Gameplay triggers in my game. I'm aware that this is probably very specific to my se…
  • Yes, I believe the true parameter should probably be present on PC with linear-space texture option enabled - but it does introduce some lag when taking screenshots. I think you're correct in assuming the pixel looping is to blame, and there's proba…
  • Sorry for all the back and forth with this. I discovered that enabling Linear space textures in AC, while working fine on the Switch, caused a big slowdown when taking screenshots. This caused a very abrupt behaviour in my game when auto-saving, so …
  • I finally got rid of the white flash on crossfades when building to Switch by enabling the Generate textures in Linear color space in the Settings, yay! (It worked without this when building to PC, so have to check if this affects PC builds now). Ho…
  • I haven't experienced this myself, but have you tried profiling and seeing if that turns up something? On the Official Switch dev forum you can probably get more insight if you can reproduce it and send it to one of the mods there.
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