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Adventure Creator - a Telltale Tool-like .. tool (DEMO!)

Discussion in 'Works In Progress - Archive' started by ChrisIceBox, Sep 16, 2013.

  1. DarkArtsProdigy

    DarkArtsProdigy

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    I want it so bad! I had a game in mind where your choices count and this is amazing!
     
  2. Lestricon

    Lestricon

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    I'm really excited to use this tool! Your demo reminds me a of Tell Tale games!

    One question I had though, it seems to not play nice with NGui. Whenever I try to bring it in (or start with NGui and bring AC in) I get this: $ACNguiError.PNG
    for either 2.7 or 3.0.2. But it's fine if it's just NGui in the project, or my other projects.

    Also, will this work for mobile devices?
     
  3. ChrisIceBox

    ChrisIceBox

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    Hmm. Looks like an Enums issue - Direction is an enum declared by Adventure Creator, though I don't think Trigger is. Would you mind opening up UIPlayTween.cs and seeing if it's referring to an Enum? I can easily fix this if so.


    I haven't yet been able to test it on mobiles, but the code compiles just fine for it. Only point and click will work for now, since Unity simulates mouse-clicks in mobile projects automatically. I hope to provide proper mobile support soon, though.

    Nearly done with the video. For now, here's the Asset Store link.
     
  4. Lestricon

    Lestricon

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    Yes, looks like it's referencing an enum in AnimationOrTween.cs :D

    Also looks like it works on mobile, at least a Nexus7! The only thing that breaks is the arrows aren't clickable, but otherwise works fine.
     
    Last edited: Oct 9, 2013
  5. ChrisIceBox

    ChrisIceBox

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    New post on the Asset forum, with video! I'd appreciate moving the conversation onto there, to avoid confusion (I'm easy to confuse ;)).

    OK. I've submitted version 1.12, which should fix things. Once it's approved, you may need to remove the Trigger.cs and TriggerEditor.cs files after updating, as I've gotten around the problem by renaming the Trigger class to AC_Trigger.


    Great! The arrows aren't clickable even in the webplayer / standalone versions, only keyboard-controlled. So long as you make a point-and-click game, you should be just fine.
     
  6. oOoANDOSoOo

    oOoANDOSoOo

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    Hi. This tool looks fantastic. I don't suppose you are going to be releasing a free version. . Such as a cut down features version or full version with a 'Created with Adventure Creator' water mark when running a game made with it.. or something so we can have a dabble with it before making a purchase?
    :)

    Cheers,
    -Andy
     
    Last edited: Oct 12, 2013
  7. ChrisIceBox

    ChrisIceBox

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    Hi Andy,

    Nice idea, but since the source code comes with it, it'd be easy to remove such a watermark just by editing it out. I'm planning to do some video demos/tutorials in the coming week - keep a tab on the release thread for updates.
     
  8. Bob9999

    Bob9999

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    Have just purchased it and it looks very good. Could I make some suggestions:

    1). You documentation is good, but I found it very textual. You need some images/image pointers in there (I think some could find it's like following ikea instructions without the pictures)

    2). Video tutorials a must. Maybe how you created the demo from scratch.

    I think with these would add to a more complete package.

    Anyway just some food for thought and keep up the good work

    Cheers
     
  9. oOoANDOSoOo

    oOoANDOSoOo

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    Ah that's a shame. Just a thought but you could add the water mark and just wrap up the trail version into a .dll?

    :)

    Look forward to seeing tutorial videos so it possible to see it being used in action :)

    Cheers,
    -Andy
     
  10. cl-apps

    cl-apps

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    Hi there,

    I saw your asset on holiday recently and it has been bookmarked ever since!

    I wanted to ask you if your Adventure Creator worked OK with iOS? I saw in the thread that buttons may or may not work etc... Are there any game controls in your system that are compatible or can you just slot in your own?

    If the controls use Unity standard ones(keyboard) then I have a system already that piggybacks off these to use both the standard keyboard and also the touch screen. This is just a prefab that can be dropped into a scene.

    Just thought I should ask pacifically about touch and iOS as I develop mostly for the touch platform I wouldn't want to invest in a system that targeted the desktop only.

    Looks great though and look forward to see Adventure Creator progress!
     
  11. ChrisIceBox

    ChrisIceBox

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    A set of tutorials will be up tomorrow. They'll feature a new set of assets, which you'll be able to download and use to follow along.


    Thanks for the interest. The upcoming release, 1.13, brings proper Touch-screen support. You'll be able to make point-and-click, direct-control and first-person games for a touch-screen interface. You're welcome to use your own prefab for control if you want, but the system is now geared towards mobile platforms as well. Hopefully, the update will be live in the next couple of days.
     
  12. cl-apps

    cl-apps

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    Excellent news! Thanks
     
  13. cl-apps

    cl-apps

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    Just reading the manual now. You mention you are using the Legacy animation system right now. Will there be support for Mecanim? Most of my animation is retargeted for my characters...
     
  14. ChrisIceBox

    ChrisIceBox

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    Relying on Legacy was unfortunately necessary because animation clips need to be swapped out in code, so that it's as automatic and easy-to-use as possible. If and when the Mecanim system becomes developed enough to allow for the same thing, I'd like to allow for Mecanim as well.
     
  15. ChrisIceBox

    ChrisIceBox

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    Tutorials!



    14-parts, check them out here.
     
  16. gryff

    gryff

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    Fascinating Chris.

    Nice that you broke it down into a series of itemized short pieces rather than one long video.

    cheers, gryff :)
     
  17. ChrisIceBox

    ChrisIceBox

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    I couldn't go for any longer without making a mistake ;)
     
  18. fire7side

    fire7side

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    How does the lip sync work? Is it fully automatic? real time? phoneme? bones on mouth? Does it require external software?

    Also, how hard is it to make complex puzzles, for instance multiple objects that need to be checked for position, etc. Is there a way to jump in and code?
     
    Last edited: Oct 17, 2013
  19. ChrisIceBox

    ChrisIceBox

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    Automatic lipsyncing is used in the demo for the robot, not the human. It's a simple method that rotates a bone based on audio volume - think the scientists in the original Half-Life.

    Yep! One of the Actions you can call in cutscenes, Send Message, can be used to call a custom function (optionally with an integer parameter) to run your own code and integrate it with gameplay, without having to modify the source.
     
  20. fire7side

    fire7side

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    So, I would assume it reads some sort of timed speech phoneme for the other character? Does that character use bone animation for the lips. It looks pretty good really.
    I guess I'll continue with programming my own adventure, only because part of the reason I'm doing it is to learn Unity. Otherwise it would save me a lot of time. I had originally intended to do typewriter text boxes and I'll probably stick with it. I'm sure this will help a lot of people write adventure games and I'm looking forward to playing some of them.
     
  21. Fufurata1234

    Fufurata1234

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    Hi,
    I am watching tutorials atm and have one question - is it possible to use unity's built in navmesh instead of manually creating some model?
    If not, then this kit is unable to work on real terrain and is absolutely useless. It is possible to create terrain as well as some low poly S*** in 3d modelling application and to import it, instead of using Unity's built-in terrain, of course, but such pain makes it simply do not worth it. Especially, when engine has built -in solution for handling that.
     
  22. ChrisIceBox

    ChrisIceBox

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    I'll be looking into exactly this in the coming week. In the meantime, I believe it's possible to use a Terrain collider as a navmesh as well - just replace the standard mesh collider with it and it should work.
     
  23. PabloAM

    PabloAM

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    Dec 25, 2012
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    First of all, awesome work Chris! :D

    Would be awesome if you make videotutorials about 2D workflow with your plugin :D

    Best regards!
     
  24. ChrisIceBox

    ChrisIceBox

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    Spent the day doing just that! Posted on the release thread.
     
  25. Woogy

    Woogy

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    Hi Chris,

    compliment for your program.
    Your video tutorials are very well done.
    I look forward to more updates.
    Please keep it up.
     
  26. gryff

    gryff

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    Congrats Chris on winning the Suzanne Festival Award for you film "En Passant" :)

    cheers, gryff :)
     
  27. kostapappas

    kostapappas

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    AC_trigger scripts doesn’t work properly.
    He doesn’t appears the options change camera etc (as tutorial video N5).

    https://www.dropbox.com/s/pxxt5y3ag99vyzf/Screenshot%202014-01-06%2004.01.20.png/IMG]

    any help?

    thanks in advance
    best regards
    K.L.
     

    Attached Files:

  28. Dog-Gamer

    Dog-Gamer

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    By demo do you mean Lite version? I am looking for a free engine to make a game like telltale games and I can do with a liteversion
     
  29. ChrisIceBox

    ChrisIceBox

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    I'm afraid not - this is a commercial tool available here. The demo games are small games that were made with the tool to show off what it can do.