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JustinMucus

10
Posts
4
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A member registered Aug 27, 2018

Recent community posts

Awesome, thanks!

So, while working on my old-fashioned adventure game with clickable verb buttons, I can get everything to work fine if I edit the PowerQuest.cs script (specifically for inventory interactions where the OnInventoryClick function only reads left or right clicks and assigns either the Use or Look at actions), but of course I'd prefer not to edit that script. Is there any other way to override that specific function? 

I'm fairly certain there is not a way to add more verbs yet, which I can pretty much deal with fine by splitting the Use action into different verbs like Talk To, Pick Up, Give, etc.

Additionally, and unrelated, I'd like to prevent the dialog tree gui from turning off after a dialog choice has been made, again it appears as if that can only be changed in the OnDialogOptionClick function in the PowerQuest.cs script. I could get a workaround going if there were OnDialogStart and OnDialogEnd calls. Do those exist in any capacity?

Got it working, thanks! This way definitely is easier.

I'm using it the same way you are, just as a way to visually show which buttons do what.

I was able to add icon materials to the MeshRenderer on the text object (rich text using a quad) but the ParseImages function in QuestText.cs removes any material beyond the first slot. I can remove that and get it to work but I'd rather not change PowerQuest code if I can help it. 

Any ideas?

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Okay so I removed the Walkable Area completely through the interface, added a new one, and re-positioned it and it works (what you said to do). I think the issue occurred when I went to the polygon collider and hit 'reset' on the component itself. Lesson learned! Thanks for looking into it.

Unfortunately, neither of those apply. I reset the collider and carefully made sure not to overlap any points, and it seems to still be showing the same problem. And I currently have no holes in the area.

(1 edit)

Some more info. Turns out I'm getting log warnings saying 'Couldn't Find Path' whenever I click outside of the Walkable Area. But I connected another room to the room with the issues and when I click the Hotspot to transition to the new room, the character won't even walk to the WalkToClicked location and it'll just load the next room. But everything in the new room works fine. The player will spawn at the spawn point and walk to the right spot after entering. I can even click outside of the Walkable Area in that room and he moves as expected. But if I transition back to the problematic room, he just spawns in his original spawn point and I get lots more of those 'Couldn't Find Path' log warnings.

Hello again,

Whenever I click outside of my Walkable Area, my player character doesn't seem to want to walk to the nearest spot inside the Walkable Area. This was working fine earlier but just decided to stop after I imported an updated background and re-positioned the Walkable Area's collider. It seems that the player only wants to walk when A) I click inside the Walkable Area and B) there is direct line-of-sight to the point I clicked from the player character.

Any tips?

Wonderful! Thanks!

Hey, I can't seem to get the camera to follow the player in a long room. How would I go about getting that implemented? I feel like it must be really obvious but I just can't seem to figure it out.

Thanks!