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I believe I've gotten to the bottom of issue #1, in which the visibility state of a "Shift" button was being saved/loaded incorrectly.
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sans the QTE timer as I am still working on #1 before moving to that haha.
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Lastly, I'm wondering if there's a way to reference inventory items directly. This might not be an issue depending on issue #1, but if I do have to create inventory items through the AC Game Editor, t
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Sorting layers are configured per project, not scene. I generally give them generic names (e.g. background far, background near, middleground, foreground, etc) and use them in all scenes. But if you r
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It's not a big deal, but using the '"#" character in Variable labels like "Group/Subgroup #1/Item #4" breaks their display and accessibility in dropdown selectors (
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Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs(106,71): error CS1503: Argument #1' cannot convertobject' expression to type `string'
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^ That was the main issue. Another minor issue I found was that if in the middle of a crossfade between tracks #1 and #2, you start a crossfade into track #3, #1 is dropped immediately, and the crossf
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https://app.unsee.cc/#12d3ef12
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string data = "How much is 1+1;#2#3#11#639";public ActionList RiddleGame;public Conversation riddleAnswers;public void GetRandomRiddle() { string[] qData = data.Split('#');
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I'm having an issue with "Sound:::::: > Play music". When starting scene 1, I play a short intro music track (track #1) followed by a queued looping track (track #2). When I e
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Find the following line (around #130):
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For example, I have an objective called 'Locate Labcoat' which displays the text on page#1: 'The mother took it. She must know where it is.'
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Edit #1: Seems like CanClick is the culprit.
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Disconnecting #1 didn't help, the scene still loaded instead of just preloaded.
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If #1 wasn't preloading, but just switching scene, you'd get the same behaviour. Try disconnecting #2 from #3 - what happens?
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A feature of Action comments is that they can also contain variable tokens. Inside the comment for Action #1 (the Variable: Check), try placing:
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Scene#1 with Global Conv#1 -> Scene#2 without the Global Conv#1 -> Scene#1 with Global Conv#1 = Wrong Options enabled/disabled.
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with the Object: Animate Action. Your method #1 should work, however, so please share screenshots and details so that I can see better exactly what's going on.
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i.e. a closed mouth. The next, "Frame #1", would then store "AI" as well as any other phonemes you may have that need the same graphic.