Here you can see that the text is set with a ConstantID: https://i.gyazo.com/b4de0fe1137e31c255ab4fc648555c5b.png
and
here you can see the text box, with that constant ID, with no text in it: https://i.gyazo.com/e79c1583e996c5e3e93667b9ee15f03f.png
Unity version is 5.6.3p2
Sorry, I mispoke when i said Inspector. I meant manager. Although I am using a Unity prefab. The text does NOT show up in the inspector. The menu is not setting the text. It's not a color or alpha issue.
Here's a picture o…
Well, I've been trying to reproduce this for a while now and can't seem to do it. So don't worry about it unless you get reports from someone else. Was mainly checking in here to see if there was a known issue or if someone else had seen the same th…
With the torch issue, yes he could not have left and come back because then he would have legitimately had a saved game with the torch. You get the torch in the same room as you enter the dungeon from.
With the gold coin. The game never saves befor…
The only thing like that would be the "It's too dark to see" message. If the player has the torch, the scene never actually changes when they try to exit. The player just walks behind a wall and then there is a fade out and 1 second wait a…
All I have to go on are these two bug reports and brief conversations with them about it which yielded no more details except the fact that the second player did in fact get the torch the first time.
It could be the case they are both somehow mista…
The player character is set in the settings manager. He is loaded in by AC.
Each room is a new scene.
I am autosaving by ticking the checkbox on the On Load cutscene (which is called by On Start. So it autosaves every time the character enters the…
It was a different item each time. The game autosaves, and there are no manual saves. The game never autosaves anywhere where it is possible to die, only in rooms in which death is impossible.
The first item was a gold coin. The player went in the …
1. This is graphics
2. This is also graphics
3. This is inappropriate for a game making tool. It's feature bloat. This should be done in a modeling tool
4. This is unnecessary and an incredibly inefficient way to write logic. Anyone who was halfway …
shredingskin I'd be interested to know why you think that UE is "just better." I don't agree at all. UE tends to have "better" graphics. If you are very very graphics-focused I suppose I could understand why you think UE is bette…
Your idea is basically like what the Quest for Glory series does right? A lot of people, including myself, liked that series a lot. Someone liked it so much, he made an homage game to it called Quest for Infamy a couple years ago. So your hybrid Adv…
Here is a trailer I just made. I mainly made it to show to potential publishers for the game, so any feedback is very much appreciated before I start sending it out.
https://www.youtube.com/watch?v=W67uEbRyIjs
As someone who regularly includes non-adventure gamey elements in my adventure games (and adventure gamey in my non-adventure games too) I can say that AC pretty much works well alongside most things. If you don't want AC to handle something and ins…