Search found 21026 matches
- Sat Mar 14, 2015 4:49 am
- Forum: Dialogue System for Unity
- Topic: Showcase: Terra Monsters 2
- Replies: 8
- Views: 1970
Showcase: Terra Monsters 2
There's a fine line between hacky and practical. It's not like we independent developers have a team of 20 programmers on standby to redesign and rewrite every subsystem that isn't textbook perfect. I like your use of custom fields!
- Fri Mar 13, 2015 3:40 pm
- Forum: Dialogue System for Unity
- Topic: Showcase: Terra Monsters 2
- Replies: 8
- Views: 1970
Showcase: Terra Monsters 2
I'm curious about the quest arrows. It seems like a 2D version of HUD Waypoint. How do you manage the arrows, and how does it tie into the Dialogue System? (And may I steal some of the quest arrow ideas for future features in the Dialogue System?
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![Wink ;-)](./images/smilies/icon_e_wink.gif)
- Fri Mar 13, 2015 10:57 am
- Forum: Dialogue System for Unity
- Topic: Showcase: Terra Monsters 2
- Replies: 8
- Views: 1970
Showcase: Terra Monsters 2
No worries; I think the video does a good job of showing dialogue and quests!
- Fri Mar 13, 2015 10:46 am
- Forum: Dialogue System for Unity
- Topic: Showcase: Terra Monsters 2
- Replies: 8
- Views: 1970
Showcase: Terra Monsters 2
Congratulations! The game looks great! I'll definitely check out the app store next week to see if I can get myself a copy.
May I post your video to the Dialogue System thread on the Unity forum, too?
May I post your video to the Dialogue System thread on the Unity forum, too?
- Fri Mar 13, 2015 9:02 am
- Forum: Dialogue System for Unity
- Topic: UGUI Dialogue System Issues with Canvas Scaler and Positioning
- Replies: 3
- Views: 1232
UGUI Dialogue System Issues with Canvas Scaler and Positioning
Happy to help! If any other issues come up, or if you have feature requests for the Unity UI support, just post here or email me directly (tony (at) pixelcrushers.com).
- Fri Mar 13, 2015 8:25 am
- Forum: Dialogue System for Unity
- Topic: UGUI Dialogue System Issues with Canvas Scaler and Positioning
- Replies: 3
- Views: 1232
UGUI Dialogue System Issues with Canvas Scaler and Positioning
Hi, For Unity UI, your dialogue UI should be in the scene, not a prefab. This allows you to specify which canvas it goes under. Otherwise the Dialogue System doesn't know which canvas to use. More info here. In particular: IMPORTANT: For Unity UI, your dialogue UI must be a scene object, not a refer...
- Sun Mar 08, 2015 5:34 pm
- Forum: Dialogue System for Unity
- Topic: Reload lua environment?
- Replies: 3
- Views: 1062
Reload lua environment?
No, it doesn't toss those out. It only resets the Dialogue System tables: Actor[] Item[] Location[] Conversation[] Variable[] It also doesn't include your own tables or variables in saved games. But you can hook into PersistentDataManager to add your own data to saved games. Just assign a method to ...
- Thu Mar 05, 2015 7:05 am
- Forum: Dialogue System for Unity
- Topic: trouble with two npc sequential barks
- Replies: 4
- Views: 902
trouble with two npc sequential barks
For future readers, this was the issue: By default, the Unity GUI Bark UI does a raycast check to make sure the bark will be visible to the player's camera. If there's an obstacle between the NPC and the camera, it hides the bark. You can disable this behavior by unticking Check If Player Visible. ...
- Thu Mar 05, 2015 3:22 am
- Forum: Dialogue System for Unity
- Topic: Dialogue only showing in first scene
- Replies: 2
- Views: 823
Dialogue only showing in first scene
Hi Daniel,
If you want to use the same dialogue UI in different scenes, make it a child of the Dialogue Manager GameObject. This way it will stick around through scene changes. (Make sure "Dont Destroy On Load" is ticked on the Dialogue Manager.)
If you want to use the same dialogue UI in different scenes, make it a child of the Dialogue Manager GameObject. This way it will stick around through scene changes. (Make sure "Dont Destroy On Load" is ticked on the Dialogue Manager.)
- Wed Mar 04, 2015 2:39 pm
- Forum: Dialogue System for Unity
- Topic: make Menu Text highlighting show Dialogue Text
- Replies: 1
- Views: 1497
make Menu Text highlighting show Dialogue Text
The UI part is decoupled from the rest of the Dialogue System, so you can do whatever you want with your UI. If it diverges too much from any of the provided UI implementations, you'll have to create a subclass to override functionality or replace it entirely. Another team did something similar last...