Thanks.
I looked at Character: Change rendering. I guess this is the best option for me, but I want the player to be able to CharacterWalk_L and CharacterWalk_R, depending on whether the player clicks to the left or right of the player sprite.
Am …
Hi. Phoo. I had a bit of a hiatus. Now, stuck at home, there is more time!
I am back on this problem - of characters going down stairs:
I have got the character going nicely up and down stairs where you see the flight of stairs from the front. The …
As an interesting corollary to my last reply, the 'New value is set as: Menu Element Text' IS calling the correct menu, but not the right slot # number.
I hadn't noticed before because I had the first entry set the same as my intitial [var:0] strin…
OK. Thanks. This is very helpful.
I thought I had figured out how to use these tools to get what I wanted. I am very close...
Firstly I set up a global variable as a string and gave it an intial value of (e.g.1) 'The mother took it. She must know w…
Ah yes. I see. GREAT. With a bit of fiddling around I have got that working nicely. Thanks very much.
I now have my Objectives (Element type: Inventory Box) limited to the Inventory category of 'Objectives' that I created. Then I have my Objectives…
AH.... I see. Because otherwise the character will start to move across the screen before the 'Closing Idle' animation has been performed. I understand. Great, thanks. I will start digging...
Hi Chris. Aha, OK. Sprites Unity Complex it is then...!
Yes, it's the player character. He is commanded to move through point and click.
At the moment I am playing the Idle animation as one long clip, but I am flexible - I don't know what Animator p…
Hi, I'm wondering about this same thing too. When my character goes into idle he should take his hands out of his pockets and then just stand there. Is there now a way to control sections of the Idle animation? Or should I just create a really long …
Thanks, Chris. I'll check out the x, y stuff soon.
I have been steadily realising that conversation elements don't work that way over the last few days and that that part of the question was a bit of a no-brainer. Thanks for your patient explanatio…
AH yes, oops. The demo! Thanks, that was all very helpful. I have it working now, and have finally grasped that the conversation menu controls the conversations (!). The option to change the colour of already-selected-options here is GREAT.
In both…
'Great, thanks. Then perhaps my question is more simple: How do you set an action to run in the backgroun when it is based on a hotspot? I can't find this option in the inspector... only on cutscene-actionlists and asset-actionlists...'
Would have …
OK. I've come back to this problem in another part of my scene, this time on the y-axis. It seems wise to get to the bottom of it properly this time...
I'm using AC 1.66.8 on Unity 2018.1.Of2
As before I have a large scene with several different l…
Hi. I just had a look. It was fun, thanks.
If you are looking for constructive feedback - some of the English is a bit off. You spell 'weird' like this, for example. And 'looking' only has 2 o's.
Also, for me, the introduction was too long. I thin…
OK, so I was getting things in order to package the scene and I thought I should just try centering the rooms in question on the X axis of the unity scene. (I had them laid out following the geometry of the 'house' the game is based in)
I did this,…
To add to this: I have tried deleting the camera and creating a new one with a new name. It continues to behave in the same way, so it must be something else that I have done wrong. Any thoughts welcome.