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Adventure Creator - Make 3D adventure games (DEMO, VIDEO, WEBSITE)

Discussion in 'Assets and Asset Store' started by ChrisIceBox, Oct 9, 2013.

  1. MaaS

    MaaS

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    Hi!... I tried what you said and, yep with Unity Navigation it doesn't walk to a marker outside the navmesh (and with the pathfind unchecked)... Maybe it's a bug? With NavMesh mode it works, but with Unity Navigation it seems to loop to the starting point :confused: ... But you can still use a Move along path. I tried it and it works...

    So, create a path that starts inside the navMesh and ends outside the door... and in the interaction just do an Engine: Move along path using this path.

    Hmm There are a few settings stored at PlayerPref (like volumen, language selected, etc)...

    Chris! please, add them to the Adventure Creator window so we can see what settings you store there and to be able change them (so, for example you can test different languages without using an ingame settings menu, start the game, change the settings and start again with other settings) :)
     
    Last edited: Dec 15, 2013
  2. endikaeguia

    endikaeguia

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    Where can I find the place to check the scene I came from?

    SOLVED
     
    Last edited: Dec 16, 2013
  3. endikaeguia

    endikaeguia

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    Hi.

    I'm having problems with the hotspot script. I'm following the tutorial and when I apply it to an Npc and mouse over it, there is no label at all.

    suggestions?

    SOLVED
     
    Last edited: Dec 16, 2013
  4. MaaS

    MaaS

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    @endikaeguia good then! you are working things up :)

    I have a few problems with onHotspot/onInteraction menu when it's in a moving NPC (choose hotspot then interaction mode). As the NPC walks, the menu turn off, surely because it's dificult to maintain the mouse over it. But worse is when using the touch screen option, as when I tap the NPC, the menu appears... but the NPC moves then, so the recorded input.mouseposition from where I tapped doesnt collide with it anymore and the menu turn off also.

    Hmmm... maybe a configurable timer for the menu to disappear would be useful in cases like this, so you can tap an object, the menu turns on and stays there until the timer is gone (or you tap other thing, or if the tapped hotspot is no more on screen)..
     
    Last edited: Dec 16, 2013
  5. ChrisIceBox

    ChrisIceBox

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    Nice workaround, but it really shouldn't require one. Does the camera error occur if the default PlayerStart is set to the one used for the scene transition? I may need to have the scene files to properly understand the problem.


    I'm afraid not without hacking the menu system to allow LDC to override the dialogue system.


    Sure! Adventure Creator handles both the navigation and cutscene aspects of adventure games - both or either are at your disposal.


    You can use the Settings Manager to adjust the raycast length for your point-and-click game.

    It's best to have the NavMesh shaped how you wish, rather than relying on Colliders like that. Check out the Unity Navigation tutorial, which covers pathfinding without need for a mesh object.


    Thanks for describing how to reproduce this, I will investigate. Thought I'd fixed this before release..

    It's true that gameState is set to Cutscene with any ActionList, but it's turned off instantly if all Actions inside it are all non-blocking. Your Engine: Wait idea is a good one, I will see about amending the Pause game action to accept a non-blocking option.


    Please go with MaaS' suggestion for now. The Unity Navigation mode of pathfinding has been revised a little in the upcoming update.


    Yes, options data is stored in the PlayerPrefs, to keep them separate from saved game data. Not having them listed in the Settings Manager is a bit of an oversight, thanks for the suggestion.


    Would changing the position type to OnCursorAndFreeze not solve the issue?
     
    Last edited: Dec 16, 2013
  6. MaaS

    MaaS

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    Hmmm... :confused: mine it's in Cutscene mode, so it must be something I did... but maybe It's because I use the onLoad cutscene for running the actionlist on my NPC...

    I wanted to add a starting behaviour to a npc... Mine just walks to a point (move to points), waits 3 seconds (that's why I wanted the wait action, it doesnt pause the engine, just the actionlist passing the delay time), walks to another point (move to points), waits 3 seconds, and ending the actionlist I chain a cutscene (itself! so it can loop). So as it should run "on scene loading", I call this from a onLoad cutscene...

    Thanks!... I'll try it :)
     
    Last edited: Dec 16, 2013
  7. endikaeguia

    endikaeguia

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    Hi!

    I need your help!. I use to use Playmaker. Can I share variables between Adventure Creator and Playmaker?

    Plase, I'm a bit strugled now.:sad:
     
  8. MaaS

    MaaS

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    Hey...

    Just two things...

    - In the walking action (along path/move to points)... if you set move speed to run, the character moves at that speed, but the sprite doesn't run :p
    - On actionlist, if you cant skip to action number 0, so you cant loop it... I did, adding a "dummy" first action that doesn't do anything and skipping to action nº 1...
     
  9. Satyapatr

    Satyapatr

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    Hi Crish!

    How make a navmesh from terrain?
     
  10. endikaeguia

    endikaeguia

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    Hi.

    Chris, is it possible to control where the eyes are looking in conversations?
     
  11. Bramlet

    Bramlet

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    The asset is splendid and totally worth its 70$.

    the only issue may concern to dialogue system, which could be a bit more intuitive, conversation tree editor would be a dream come true
     
  12. endikaeguia

    endikaeguia

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    I agree
     
  13. ChrisIceBox

    ChrisIceBox

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    Actually I managed to go one better - Playback Type! Now Cutscenes and Interactions have a setting to either "Pause gameplay while running" or "Run in background". When using the Pause Action with the latter, it just acts as a simple delay timer.

    The 1.20 update will also give some much needed attention to ActionLists in general - copy/paste buttons, enabling/disabling, better re-arrangement options and more! I will be away from AC development from next week until the New Year, so expect this to be submitted to the Asset Store on Friday.


    Not having used Playmaker myself, I'm afraid I don't know. Has anyone successfully managed this?


    Add a Terrain Collider to your Terrain, and the Navigation script. Then choose "Mesh Collider" as your scene pathfinding method, and choose the Terrain.


    Yes, just play your "Look left" animation (e.g.) on either the Face or Head layer. See the demo game to see how Brain turns his head left when you talk to him - it's the same principle.


    Thanks. Could you describe how you picture such an editor within the current framework? It will help me to visualise what you'd like best.
     
  14. endikaeguia

    endikaeguia

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    Hi Chris.

    I have no idea of programming so I use Playmaker to do things in Unity. I would like to to share variables between plugins. Is this too hard to implement?. The only way I can communicate with Playmaker right now is changing visibility of an object. Been able to check PM variables would be great. Doing this I can implement lots of actions to your plugin that aren't right now.
     
  15. Ryuzul

    Ryuzul

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    Hi Chris,

    Is there a place where I can download the manual outside of purchasing? Been considering on getting Adventure Creator and we'd like to see how much work there is to interface it with our other plugins.
     
  16. SurfInSocks

    SurfInSocks

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    I'm thoroughly enjoying Adventure Creator. You guys have done a great job!

    A couple questions:

    I'm using the "Choose Hotspot Then Interaction" mode because I want a verb coin to pop up when a user clicks on a hotspot. I would like the cursor to change when hovering over a hotspot or inventory item (anything that can pull up a verb coin). Right now the only way I've figured how to do that is by re-purposing the demo's "Hotspot" menu and adding an "Interaction" element with an "Icon Only" of the cursor texture I want. Unfortunately it appears behind the main cursor rather than replacing it (as expected). Is there a way to replace the cursor with a different one?

    I'd also like to be able to bring up the inventory and click on an inventory item to bring up my verb coin. Right now, since I'm using "Choose Hotspot Then Interaction", I just get a DebugLog stating "Cannot handle inventory click since the Interaction Method is 'Choose Hotspot Then Interaction'". I suppose what I'm asking is: Can inventory items be treated similarly as hotspots?

    Also, I have images for the buttons on the verb coin, but it is near impossible to place them properly and have them retain their positions in different resolutions or even in the same scene over different hotspots. I would like to be able to set the background of the coin HUD to a fixed pixel size as well as the positions and sizes of the buttons on the HUD to be based on pixels. After everything is arranged, the entire HUD can be scaled to smaller or larger resolutions if necessary automatically. Is there something that currently exists that is capable of this that I'm missing?

    Thanks!
     
  17. EddieChristian

    EddieChristian

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    I am using the current build of Unity Free. I can't get the inventory window to appear or the dialog to appear when the robot interacts with the console when I run my game from your tutorial videos.

    Is there any workaround or update to correct this ?
     
  18. MaaS

    MaaS

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    Merry christmas and a happy new year then! :)
     
  19. EddieChristian

    EddieChristian

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    Ok I got the inventory working by adding a Menu for it. (Not in the Videos) And I have windows opening for the Interaction triggered text. But the text itself doesn't appear. Since the Demo game is broken due to errors, I was wondering if someone can tell me what I have to do to get the text to show up.
     
  20. MaaS

    MaaS

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    @SoloChristian I'm not sure what problems do you have... but I had a few problems with text on the menu (in my case the speech) with the automatic size settings...

    So just in case... If you have a window that opens OnInteraction... there, create a label, and set the label texto to be "interaction" or something like that... and the window size, and label size not automatic, just specify a box wide enough... If it doesnt shows, try a normal label and write something to be sure the label is there.
     
  21. EddieChristian

    EddieChristian

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    Labels do show up.

    But where he interacts with the console and says something like I don't know computers and the part where you drag the sword from inventory and he says I'm using the sword. I get Nothing if I follow those videos. But auto size is really buggy. So is there some menu sub Item I am missing to get those lines working?

    I can get a window to appear when the dialog is triggered but no text.
     
    Last edited: Dec 18, 2013
  22. MaaS

    MaaS

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    Hmmm.. so you are doing a dialog window?

    The one which the dialog lines to choose? or the dialog text talked by the character?
     
  23. EddieChristian

    EddieChristian

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    I got it ! There is a sub item in Label you can set to Dialog Line. :) Thanks Maas.
     
  24. Wesley-Sales

    Wesley-Sales

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    Chris, another question, since the positioning of characters and objects in a cutscene is done in 3D program (Blender in my case), as I'll be sure to have it positioned exactly in the same place on the scene in Unity?

    As the Maas I also wish a happy Christmas and a prosperous new year and thank you for working with the AC. :D
     
  25. EddieChristian

    EddieChristian

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    I have an interaction with a sub item dialog play speech. It was what the video showed.
     
  26. EddieChristian

    EddieChristian

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    LoL of course the speech is running vertically instead of Left to Right.All the Menu Automatic Placement and Sizing Truly are unstable. But for now Manually setting them works well.
     
    Last edited: Dec 18, 2013
  27. endikaeguia

    endikaeguia

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    Hi there

    I'm trying to animathe an object with a blendshape imported from maya. I'm using the action Object: animate and under play custom I set it to blendshape. But, the plugin doesn't recogniza the sphere as a shapeable object.

    Suggestions??
    :confused:


    SOLVED
     
    Last edited: Dec 18, 2013
  28. MaaS

    MaaS

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    That happened to me also... I have them on manual sizing now. But automatic size will fully work on future updates for sure...

    I'm still not sure if to overwrite a few menus just to change their texture2Ds for 2dtk sprites (to be able to use its 1:1 sizing, atlas and multiresolution changes...) but I still have to see how are they built.

    @endikaeguia Good! What was wrong? I never tried blendshapes on Unity...
     
    Last edited: Dec 19, 2013
  29. Fufurata1234

    Fufurata1234

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    Hi,
    Sorry, but I still need some clarification about pathfinding. In my previous post I told using some navmesh model, created in some third party software is hard and inconvenient way, especially considering Unity has built-in pathfindig system. Now, I've checked tutorials and there is a new one - about unity pathfinding. Great!
    But, does it makes things even worse, or is this just my imagination? If one uses custom navmesh he has to create custom model in third party software, import it into unity etc. Now, If one uses built-in pathfinding he has to construct navigation mesh of something called navmeshsegments - i.e. planes. So this time even worse - you have construct navmesh from planes in Unity editor, which is harder than using professional modeling software. So what is the advantage? And what about terrains, again?
    Why is impossible just to bake navigation mesh as it is described in unity manual, why using some additional sh... something bad?
    I don't understand. The only thing, is clear for me - "new" pathfinding system is worse than initial one.
    Correct me, if I am wrong.
     
  30. MaaS

    MaaS

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    @Fufurata1234 Hi there :)

    I'm completely new to Unity Navigation system, so I can't assure you this is 100% correct but for what I have used it so far:

    For using Unity Navigation you just need to bake some geometry on the Navigation window for Unity to have a walkable mesh... So you don't really need thenavmeshsegments... You can mark what is walkable and what is non-walkable.

    You can use the same geometry used to build the level to bake the Navigation. For example, at the Evil Lair, you can mark every mesh as navigation static and then select the non walkable meshes (ie: LaserTable, LaserButton, CoffeeTable, Chair, Sofa...) and in the navigation window, object tab, put them in the navigation layer = "Non walkable".

    Now you should play with the navigation window settings... radius, height, slope... I prefer to have a height map, tiny radious (like 0.1), slope 60º, height of 2 units, and step of 0.3... but that depends on your characters and world.

    I think you can use Unity Navigation from a Terrain mesh, although I've never used Terrains so I'm not too sure...

    So bake, and see... the blue zones are the walkable thing. If you have the heightmap checked, the blue will be at whatever height, completely plane, and there will be some pink mesh which is the height. If it looks good... ok!, if not... play with the Navigation settings.

    Finally... although the we baked the Unity navigation, and everything it's great, if you are using a point&click control, we still need some kind of clickable mesh for the engine to raycast where to go (it will calculate the nearer point from where you clicked to the Unity navigation mesh). If you have a floor mesh, duplicate it, disable its mesh renderer, add a mesh collider and put it on the layer "NavMesh". A big enough plane on Navmesh layer will do the trick also.

    For more info about how to create the Unity Navigation, I think this video could be of help: http://www.youtube.com/watch?v=TBYviGlF1hI

    And that's it... I hope it helps.
     
  31. TayannaStudios

    TayannaStudios

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    Is there a workaround for duplicate dialog subtitles/soundclips?

    At the moment I'm having to physically copy and duplicate some of the sound files when the character says the same thing, such as 'That doesn't work' etc because the engine doesn't recognise duplicate sentences to assign them the same number.
     
  32. MaaS

    MaaS

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    @TayannaStudios Hmmm good point there!

    Although for "that dosen't work" kind of reply you should use Inventory->unhandled events-> Use/combine actionlists so whenever "it doesnt work", it's the same speech from the same actionlist.
     
  33. TayannaStudios

    TayannaStudios

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    Hi MaaS.

    Good idea yes. But it's still frustrating (and enlarges the compiled filesize) when having to duplicate the same audio files during conversations.

    I know AGS had a feature that simply detected identical lines of dialog and allocated them the same number/sound clip so I just wondered if something similar could be integrated in to AC.
     
  34. Licarell

    Licarell

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    Or Chris you might look into building an importer from programs like this...

    http://www.chatmapper.com/

    http://www.nevigo.com/en/articydraft/overview/

    That way creators can iron out dialogue/game mechanics and scripting prior to assembly...

    Additionally you can do quite a bit of scripting within chat mapper and save that out to maybe import into AC...

    Just a thought...

    Lic
     
  35. EddieChristian

    EddieChristian

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    Ok I was told to use the Demo_MenuManager and that work on on project. But on a second project the Save Game and Load game buttons have vanished. Save Lists are just Not Showing Any ideas why????

    I switched from Web Player Build to Standalone and the Save Lists magically appeared. Seems to be a bug.
     
    Last edited: Dec 20, 2013
  36. Fufurata1234

    Fufurata1234

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    2MaaS,
    Thanks for detailed answer. The main question was about point&click movement + terrain (nonplanar surface). The only solution I've found so far is exporting terrain as a mesh and reimporting it as a collider. While this may be fine for PC games, I am not quite sure about mobile devices.
    And still it seems Adveture Creator uses some workaround for built-in pathfinding system, instead of utilizing it's full capabilities. I think AC is very good asset for the price, but at this stage of development it seems not quite suitable for games using terrain, or some nonplanar walking areas. I will wait for updates.
     
  37. MaaS

    MaaS

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    Eip Chris... One question... Is it possible to know inside an action (from an interaction actionlist) which interaction and which hotspot was the one who triggered the action? I tried playerInteraction.hotspot but once you clicked the hotspot obviously is null. I have a workaround there, but I would like to know if I missed something...

    And a suggestion about layers... Right now some layersmask ask for Navmesh, default or ignore Raycast layers... It would be wonderful to be able to customize the layermasks used at settings, to be able to mix layers, adjust logic and physics...

    For example, a walking NPC with rigidbody and capsulle collider... with a child gameobject with hotspot and a collider for the hotspot (so the collider for walking over the navmesh is different than the collider for the hotspot clicking).

    That way I can have the NPC on layer "Characters", and its child on layer "Hotspots"... on AC settings I add to the mix "Characters" for navmesh raycast layermask, and "Hotspots" to hotspot raycast layermask. And finally I can configure out on Unity Physics the collisions between Hotspots and Navmesh layers... so I can have a way bigger hotspot collider and it doen't mess with the walking character/navmesh.

    @SoloChristian I think you can't save game on the webplayer build, because it's meant to run on a browser, so it's disabled.

    @Fufurata1234 Well, sorry, I think yesterday I was a bit off... I had made too much navigation tests using different systems (I use now Simply A* nodes for a project and Unity Navigation on another). I told you to duplicate the terrain, just because the NavigationMesh script hides the renderer on Awake (you could also comment this line to avoid it and don't duplicate anything)... but... you are not using any NavigationMesh script, so it's not needed... sorrys

    So for Unity Navigation you need... the baked navigation and some mesh for point&click raycast detection.

    You can calculate the Unity Navigation mesh with the bake thing (terrain walkable and a few nonwalkable blah blah)... and use the same Terrain for P&C detection, putting it on the NavMesh layer and adding a mesh collider to it. I think the mesh collider has a limit of polys but I can't remember how much, so maybe it doesn't work with big terrains.

    @TayannaStudios Yep, I hope so... But I would like to be able to mark a coincidence as different just in case it's the same written phrase but the intonation is different.
     
    Last edited: Dec 20, 2013
  38. ChrisIceBox

    ChrisIceBox

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    Not having used PlayMaker myself I can't promise anything, however I will look into the possibility of checking PM variables in a future update. I apologise that I cannot offer more than this for the moment.

    Not currently, but I'll put this on the todo.


    PM sent.


    No, but this is definitely something that ought to be addressed. Will look into it.

    I'm afraid not. However, if you create a label, and remove the text but assign it a background texture, the label will be re-sized correctly if Size is set to Automatic. This may help you to position your other elements correctly.


    Unity and Blender have different axes but generally things should match up. You may prefer to just re-position your objects in Unity by trial-and-error, but it depends on your scene.


    MaaS is correct in his reply (thanks MaaS!), but for Terrains this is the correct workflow for now. Point and Click movement required not just a baked NavMesh, but also a Collider of similar shape to detect mouse clicks. The upcoming 1.20 update makes it much easier to implement your own pathfinding method, so you may want to look into that.


    Once the Interaction runs, Hotspot variables are reset. You could always create an "Inbetween" Interaction that sets an integer based on the Hotspot, and then runs a shared Cutscene.

    For example, a walking NPC with rigidbody and capsulle collider... with a child gameobject with hotspot and a collider for the hotspot (so the collider for walking over the navmesh is different than the collider for the hotspot clicking).

    That way I can have the NPC on layer "Characters", and its child on layer "Hotspots"... on AC settings I add to the mix "Characters" for navmesh raycast layermask, and "Hotspots" to hotspot raycast layermask. And finally I can configure out on Unity Physics the collisions between Hotspots and Navmesh layers... so I can have a way bigger hotspot collider and it doen't mess with the walking character/navmesh.[/QUOTE]

    I can see how it might be useful, but I don't understand the need of a "Characters" layer too well - wouldn't this be the same as the NavMesh layer?
     
  39. MaaS

    MaaS

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    Haha that's why we are here :) helping each other is always good practice.

    Hmm Interesting. I'll try with something like that.

    Hehehe I usually write too much filling everything with examples :) so it was just an example It occurred to me, not a layer setup I really need... I was thinking on custom gameplay needing other layer setup, or having a collider for physics versus the navmesh, and another for hotspot detection. But right now I think it's not really needed, it's that I notice it to be somehow hard-wired.

    PS. A little bug: In Char Move to point action... there is a walk speed variable, but it's not passed to MoveAlongPoints, so it always walks.
     
    Last edited: Dec 20, 2013
  40. EddieChristian

    EddieChristian

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    Webplayers can save data locally so you should be able to use it.
     
  41. docas

    docas

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    Please confirm this limitation/Bug

    I have conversation script with 10 speech managers

    In a dialogue toggle option of a dialogue script I am limited to only 7 conversation scripts of conversation , and cant reach 8-9-10th speech manager
     
  42. ChrisIceBox

    ChrisIceBox

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    Version 1.20 has been submitted. I'll be away from now for the holiday period, so below is the changelog you can expect when the update goes live. I had hoped to include the 2D demo with it, but it will have to wait - however many of the improvements it has brought (such as parallaxing backgrounds) are present.

    • Added: "Run in Background" option for Cutscenes, Interactions and Triggers
    • Added: Ability to categorise Inventory items, and filter them in InventoryBox Menus
    • Added: When Interaction method is ChooseHotspotThenInteraction, inventory items behave like Hotspots
    • Added: Ability to "click off" Interaction Menus to turn them off, rather than mouse-away
    • Added: New Menu Button click type: Simulate Input - use to call ButtonDown inputs via a menu
    • Added: "LimitVisibility.cs" script - limits visibility of GameObject's mesh/sprite to a chosen camera
    • Added: "Parallax2D.cs" script - scroll background/foreground elements according to a 2D GameCamera's projection
    • Added: Display of required input axes based on Interface settings inside the Settings Manager
    • Added: NavigationManager and subclasses - to make a new navigation method, just add to the enum and create a subclass
    • Added: Option to display just Use icon, rather than both Use and Examine, when both interactions are available for a Hotspot
    • Added: "NavMesh search" property to Settings Manager - use to affect how high above a NavMesh a cursor can click to find it
    • Added: New Menu position type: AboveSpeakingCharacter - use for "classic" 2D game subtitles
    • Added: "AC" namespace - used for Action and Char classes
    • Added: Ability to move Actions to top and bottom of lists
    • Added: Ability to cut, copy and paste individual Actions
    • Added: Ability to mass mark Actions for copying and deleting
    • Added: Ability to enable and disable individual Actions
    • Added: Ability to rearrange display order of Menus in Menu Manager
    • Added: Ability to not scroll subtitle text - found in Speech settings
    • Added: Ability to display screen-wide background texture when game is paused - find in Menu Manager
    • Added: Error message if Text Scroll Speed is set to zero
    • Added: Configurable Options data to Settings Manager
    • Moved: Action re-arrange buttons to a Context Menu (accessed via each Action's top-right icon)
    • Moved: Speech settings from Settings Manager to Speech Manager
    • Fixed: "Twitching effect" when moving with Unity Navigation pathfinding method
    • Fixed: 2D GameCameras can now be offset when locked
    • Fixed: InventoryBox Menu elements now preview actual Inventory items when game is not running
    • Fixed: "Prefix cursor labels" now works for all Interaction methods
    • Fixed: Non-pause Menus with an appear type Manual not always responding to left-clicks
    • Fixed: Loading game while Player is in a continuous Trigger causing a camera error
    • Fixed: FlashHotspots making Highlight objects brightening smoothly but dimming instantly
    • Fixed: Offset issues with GameCamera2D
    • Fixed: Hardware Cursor now hides when Interaction Icons are showing
    • Fixed: Lack of error messages when starting a game without either a Cursor or Menu Manager
    • Fixed: Inventory items carried on start not always appearing in Interaction menus
    • Fixed: Cursor disappearing after clicking on Inventory icon in ChooseHotspotThenInteraction mode
    • Fixed: Menus of Appear type OnInteraction disappearing prematurely if not positioned underneath cursor
    • Fixed: Error when running ActionList that hasn't been "seen" by Inspector
    • Fixed: Occasional incorrect Interaction when using Inventory Items on Hotspots in Choose Hotspot Then Interaction mode
    • Fixed: Deleted InvActions and MenuActions not being removed from Asset files
    Happy holidays! Big thanks to all the suggestions and comments that have helped me to improve Adventure Creator over the past few months.


    I'm sorry, I really don't understand. You only need 1 Speech Manager per game, and it's independent of the Conversation script. Perhaps a screenshot would help.
     
  43. TheMightyZQ

    TheMightyZQ

    Joined:
    Aug 15, 2012
    Posts:
    28
    Thanks so much for this great system and the continued attention and support, Chris. We all really, really appreciate it. Have the happiest of holidays!
     
  44. Wesley-Sales

    Wesley-Sales

    Joined:
    Aug 31, 2013
    Posts:
    26
    Same words here Chris! Thanks for everything! Awaiting other brilliant systems too ;)
     
  45. docas

    docas

    Joined:
    Aug 28, 2013
    Posts:
    28
    Sorry what i meant was a Conversation script with 10 or more dialogue options

    and when we try to access those dialogue options via Dialogue tooge option, it only shows up to 7 , do you confirm this?


    Another issue is that the main cursor (dot replacing mouse cursor) vanishes after an inventory item is used (on "choose hotspot then interaction) can you replicate it?

    uptade:

    The cursor vanishes after an inventory item option is displayed (on mouse over interaction)

    that follows the issue of the inventory item not displaying on first contact (with interaction )

    oh i noticed now

    Fixed: Cursor disappearing after clicking on Inventory icon in ChooseHotspotThenInteraction mode
     
    Last edited: Dec 21, 2013
  46. God-at-play

    God-at-play

    Joined:
    Nov 3, 2006
    Posts:
    330
    It's looking like your code does not use namespaces. I'm getting a number of conflicts with other code/plugins due to that (TouchScript is one). Can you add a namespace to your code in a future update? That would make this possible to integrate with other Asset Store plugins.
     
    Last edited: Dec 22, 2013
  47. God-at-play

    God-at-play

    Joined:
    Nov 3, 2006
    Posts:
    330
    Furthermore, has anyone else had trouble with other code that uses Actions? For some reason after importing this plugin, I'm getting exceptions regarding Actions. So far it has happened with the PlayMaker Mecanim Animator add-on and Dynamic Water. It's looking like Action is no longer seen as a delegate type.

    Does this plugin implement its own custom Action class that overrides the default one?

    EDIT: Yes. Yes it does. That's a huge showstopper. And I was really excited about this... Any other plugin that uses Actions is not compatible with Adventure Creator. Plus this seems to break lambda expressions! That really sucks :(
     
    Last edited: Dec 22, 2013
  48. ocimpean

    ocimpean

    Joined:
    Aug 10, 2013
    Posts:
    128
    I see. If I would leave LDC out of the equation, how does your system display dialogues, is there a Visual Novel style type writer effect? Does import longer text from XML files? Interesting idea the use of an animation as the main vehicle of the story, as that gentleman asked before me, with stopping points at certain moments, like an interactive movie.
     
  49. TayannaStudios

    TayannaStudios

    Joined:
    Oct 18, 2013
    Posts:
    38
    Updating to 1.20 has really messed up my project. It removed actions from the cutscenes which I've had to re-enter. God knows how. Also, the conversations are now all messed up so I'm having to re-do them.

    Also, the cursor doesn't appear on screen when a scene loads during runtime. The hotspots still appear but the cursor itself is invisible UNTIL you click once, then it appears.

    Very odd :/
     
    Last edited: Dec 23, 2013
  50. MaaS

    MaaS

    Joined:
    Mar 9, 2010
    Posts:
    51
    Sorry to hear that...

    I just updated one of the projects I have... and the only problem I encountered is that the managers where not linked to the adventure creator window, so I had every interaction empty... :O but once I relinked the managers everything was ok again and the interactions were restored.

    I'll try another more complex project this weekend...