Adventure Creator Tutorial 2021: Make a 2D Point and Click Adventure game

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hi so this video is quite long as it is and i don't want to waste any of your time unnecessarily so here's what you need to know up front one my name's adam and i make a youtube devlog series about how i'm currently making a game 2. that game is a 2d point-and-click adventure game and i plan on using the adventure creator plugin for unity to make it 3. this is me i don't know how to code and i don't know how to use adventure creator and i'm basically an idiot 4. this is jeremy he's very much not an idiot jeremy has almost finished both a sci-fi point-and-click adventure game called dexter stardust and a platformer sequel to that game both made in unity 5. jeremy has very kindly offered to teach me an idiot remember how to use the adventure creator plugin for unity and 6. there is a unity for idiots video on this channel that acts as a sort of prelude to this one and that goes through the basics of the engine as a whole but this one is all about adventure creator and how to go about making a point-and-click adventure game using that tool we've done this tutorial as a screen share video call so that jeremy could teach me as i went along and so that you can follow along too we go through just about everything you'll need to get set up and running from a standing start and there are time stamps for each section in the description below should you want to jump around right that's it go grab yourself a coffee or a cup of tea get comfy and get ready to follow along with us here we go this is this is how i view adventure creator um if you work for a triple a studio and you are an artist or a game play you know engineer whatever i don't know the people that like literally working are work working on game play and level design they're not coding basically what the what what software engineers do is they create tools so that the artists the people who are working on the gameplay can fine-tune it because they are not software engineers by trade many of them have knowledge of software engineering it's just not the thing that they're that's not their job right that's not their role so they need to be able to quickly iterate upon things so the way i see adventure creator is that someone made those tools for us it's like we have a software engineer working at a studio we're like a two-person studio and we have someone who's like i work i made all these tools for you you can literally do anything you want with it and you don't even have to go into your code and you're like great i can just work on i can work just work on my game right yeah so it is like that it's very modular just like yesterday we opened some scripts we will not open any script today and people call adventure creators they call it um visual scripting it's not really visual scripting is literally like you know how you're like public void yeah and then you like made a command and then you put it in print like visual scripting is like doing that but visually this is not like that this is like anime character make object invisible move to point it's like so much easier okay okay let's make this let's open also find your the folder on your computer that has your um artwork okay there we go all right very good so um let's go back to unity yep so let's see if you can remember this from yesterday find the package manager don't judge me on this please was it somewhere up here it is unity no i'll give you a hint it is a window thank you manager i've fallen at the first hurdle right all right very good okay so we already have these here um you want to click where it says packages and project you want unity uh you want my assets download and then you will install uh after it downloads you will import it and you'll just import everything i was going to ask by the way you know when saving this so this this whole game as a project is now in that folder that that sort of library folder that i picked out if i move that is everything would everything just break no i've even renamed it yes okay i've even renamed it okay so it's in the game you can you can uh remove the package manager uh yep yep okay so where is it well you may notice at the top of the screen there is a new word adventure creator click on that go to editors yeah and do first thing you want to do is the game editor boom this is the bulk of adventure creator i would put it over on the right next to your inspector all right excellent so do you see go back to adventure creator tab at the top oh wait actually you know what let's just see what's in adventure creator before we actually create a new uh managers so here we have um it says scene settings actions variables inventory speech cursor and menu believe it or not this is basically all you need to make this game so menus are everything that overlays on top of your game speech is a menu the inventory button will be a menu inventory itself is a menu okay the po like pause all of those things are menus okay um and these warning signs you don't have to worry about them remember yellow is fine red is bad yeah okay and then um cursor you can see the cursor is actually he has a cursor manager that he developed so this is where if you want to you know put in your own custom cursor it's also if you go down to the bottom it's also where you will change your your interaction icons if you choose to use them a lot of people nowadays are doing one one click or one tap and then it only has one thing to do but if you want several to fan out like monkey island three um or something like that you would have to uh manage that here um the speech go to the speech folder or speech manager so here you can see you can do a lot of different things like you know subtle subtitle scroll audio you know what it's like and it types out that you can actually put in an audio clip for that um you have um subtitles uh this is where it's all managed so go down to the very bottom speech audio so i think it's you see where it says gather text so when you're finished with your game you do not do that until you're at the bit you're like okay i'm happy with all of the the the speech in the game or the the the lines of dialogue i'm not going to edit them they're done now you press gather text text okay and then and then it will create and you can like export a giant spreadsheet and then you can play around with that for a week and fiddle around until you can organize it to a method in which you can actually record it yeah yeah you can also do different languages here and also if you wanted to translate into arabic or hebrew you can go uh right to left which is nice inventory so this is actually where you'll be managing all of your inventory items look it just says create new item you create new item and you can actually click on prop sword so you see where it says carry on start uh west all right down carry on start if you go to yeah right there so you can see name you can label it but carry on start that's actually super important for bug fixing so you're like you're like oh yeah i don't have to like play an hour of the game to get to the point where i finally get that item so that i can test this one no you can just give your player the item play the scene and then just see if the thing that you just built works okay cool and then variables variables are extremely important why don't you click create new variable so you can see that there there are click on the type there's boolean integer string float pop-up vector3 game object so the main ones that i would use if i were you are probably bolin and integer we've talked about this a lot in the discord about how we've even set up like complex uh you know systems where you are putting in like a digit code using just bowling variables which are true and false variables or integers which are whole numbers okay so for example um you know if if you if you want to say how why would you use a variable um well let's say that you are um you you want to tell the the player maybe the player had to speak with someone the first time and then the next time they come back um something different happens you don't want it to play that first interaction so you create a variable you could name it has spoken with this npc it's automatically set to false and then in the game using an action you set it to true and then you tell it you give it a check has this pl has this has the player talked to this npc true or false if it's false then it'll play that action list if it's true it'll play the other action list right okay does that make sense yeah yeah it does yeah okay and then actions let's go to actions at the top yeah okay so um i'm gonna be completely honest like i don't really use this one a lot um yeah i don't really action categories like this is actually the action lists this manages the action lists but i don't touch this manager you can touch this manager okay you can set like defaults and things like that but i actually it's like it's like when you create a new action is what i mean like you create a new action what's the default action so you if you're creating a lot of dialogue you don't want to like create a new action and it and like every time you create a new action it shows you player you're like oh no i want to create a new action every time it shows dialogue because that's what i'm working on most well you can change those preferences here and then settings okay this is extremely important um this is where you will uh dictate how many players there can be in the game what is the player if player switching you can see player switching interface settings so this is also like an input manager so not an input manager but telling the game how it should receive input if you click movement method point and click uh yeah yep you can see direct first person that's for 3d drag none straight to cursor and then if you look at input method keyboard or controller touch screen so i would if i were you um probably make um i would i would make the game with mouse and keyboard but keep in mind the touch screen element because you will probably have to rework your ui and then um scene and then click on scene at the top yeah this is the only manager that will change based on what scene is open at the moment okay right now there's nothing there but you will see that um once we create new managers um they are there now do you see where it says asset file scene manager asset file there yeah click on the little circles okay so you may notice um that it's selected by default the demo scene manager this will not disappear when you've created your game and every time you update adventure creator it will go back and re-put in the demo asset files right there in those managers but no worries you just click that little button and then you select the manager that we're about to create okay it'll be right below where it says demo scene manager i i freaked out the first time that happened i was like what is going on and every single one has one so if you look at scene you look at settings then you look at actions they all have their own okay they all have their own so you just you update you update ac and then you go and you're like and you select your managers okay so now let's create some new managers which is basically starting your game um let's go to adventure creator and let's do uh getting started i think it is new game wizard next yep enter the name [Music] spell it right would be helpful there we go all right incident is incidentally a difficult word to spell i mean you know me i'm typing whilst i'm sort of under pressure is not good anymore i hate typing on camera okay what kind of perspective will you have yes 2d you're not going to position your characters in 3d space um how do you want to interact with hot spots you can change this whenever you want um do you think it should be like choose interaction then hotspot or choose hotspot then interaction that's more common you like yeah i mean because the interaction in hotspot is like the verb um menu yeah yeah yeah okay so hotspot interaction or you can write your cus a custom script you want to do that probably not today okay okay next uh uh okay this is an important one you can change this later but do you remember how we created a um a ui system yesterday when we did the 2d block game yeah we we like created a button and that was all in you and we also created prefabs for the blocks so the difference between default ac is that you will not be using those um those unity those uh the unity ui you will be using ac's built-in ui which uses i i talked to chris about this once because i was having some issues with it because i use it in my game and he said it might be a good idea to just use unity ui because it's possible that unity deprecates some of the code that's used in the in the default adventure creator it hasn't happened yet but it's possible okay um but the default ac ui is super easy to use that's the thing it's like so straightforward but using the unity ui is a little bit more complex but it offers you more robust um you're not gonna be doing any coding i'm just saying like it's just might be like a little bit more finicky okay what do you think you want to do um can it be changed at a later date it can so i think let's go default ac for now very good um okay very good finish you have made the word easy yeah anything easy i will organize scene you absolutely want that okay very good look at look at all of the things that happened okay you completed you can close this this is your first scene okay it has nothing in it so um let's let's uh look at the left you have main camera cameras cut scenes dialog options interactions lights logic movables navigation npcs sounds set geometry ui and game engine okay very good um excellent so let's go to the ac game editor uh on the right no on the right oh sorry we're not gonna we're not gonna go up there again let's click on scene okay scene yeah okay so you see that this this has changed a lot so we need to slot a lot of different things here we need to slot a default nav mesh uh a player start a default camera a sorting map a a tint map you don't have to use tint maps you don't have to but you want to use a sound actually why don't you click create next to default sound and you see it already made it and it slotted it so the way ac works is no sound can play in the scene until there's a default sound i find it to be a little strange but whatever and you're not going to be putting any sound in that you're just adding the audio source that's it it just sits there yeah you're like that's weird and you're like yep but and why don't you create a default camera uh yeah very good so we now have a nav cam and you can call that whatever you want okay um let's do also we have a default player start already why don't you create create a default nav mesh uh yeah okay very good we will adjust that right now it's just a perfect polygon in the middle of the screen but we're gonna adjust it so that it's like the walkable area why don't you create a default sorting map that's the sorting map is does two things it tells you what layer the player should be on and it also tells you how big the player should be okay um so we'll see all those later but we've created all these things um and then we also see that there's action lists cut cut scenes on start on load on variable change the ones that you will be using most are onstart and onload okay you don't always have to use something on variable change because there might not be a variable to change in the in the in the in the scene why don't you click on start create and on load create okay we will we will be working on those later and then go to the bottoms go down so you can see here that if you want to start a new conversation this is why adventure creator is so great okay you want to start a new conversation you click conversation and then you can start that conversation you want to create um a new hotspot click on the hotspot you want a new cutscene click on the cut scene you want a new trigger click on trigger okay so the movables that's more for 3d okay navigate navigation will you will be using logic and and uh navigation you'll be using but the the movables i've kind of used those more for 3d uh or i've seen them use more for 3d excellent very good so let us now build your scene so this is the sample scene so um let's take this is a this is our sample scene but let's call it um whatever what what's the name of the the parking garage i think that you you told me that was the name of the uh just basement i'll call it i think okay well let's go down to scenes where it says assets and then yeah why don't we uh we would rename rename it okay so just basement is it is enough yeah okay yeah enter yeah reload uh united um so let's go to let's drag in your sprites folders the biggleboss incident you can create like i would create like a a player a chara like a characters folder um something like that in here yep okay so folder [Music] characters and then also create another folder yeah you put it yeah put it in there it'll take a while cool so this should take an hour or two um we should and then go back go to your scenes folder um backdrops yeah like i call them i call it scene artwork is what i call it okay so exactly that yeah so if that's all png's after this is done just drag that in we'll just we'll just do it take at the same time okay cool i mean wait i'm going to show you how to compress your images um after you've imported all this so like create another folder yep very good all right and then oh no no that's in your characters folder oh it is sorry let me delete that no you could you could drag it you could drag it oh drag it to biggleboss incident just um just there yeah yep there you go just works like regular folders is it is that sort of color coding system like empty sentences empty yeah right okay there are no stupid questions there are absolutely not okay there you go okay why don't you click on one of them uh reception maybe or yeah okay very good so do you see do you see the little slider bar at the very bottom there's like a little dot with a line drag that back and forth drag it all the way to the left right oh yeah okay do it how you like i like it there i don't know why anyone would want it the other way um yeah but that's just me everyone's different so why don't you highlight all of them you can do con uh command a or control all and then go to inspector okay so some of them are not multiples of four are they no it's okay it happens to me all the time click click on the uh you know what sorry yeah it's just i i didn't think about that it's these three that i just sort of randomly exported okay well then click on the other ones the ba the main background in the foreground uh yeah and foreground very good and then do you see on the right where it says default and then there's like a computer ios android that is where you're going to do at your compression settings why don't you use current use crunch compression and you can set it to 50. you can keep it at 50 you could set it to 30. actually when you place it in the scene and after you've used crunch compression or you've changed it you can actually see if you zoom in small tiny distortions in the pixels okay so it is compressing the image it is losing its quality but if you don't do this your game will be absolutely massive okay okay so apply that yep and it just takes a moment and then do you see where it says ios uh yeah um override for ios and then do um format and then do um rgb rgba compressed aestc five by block i believe that's the one i believe that's one apply i believe that's the one that i do so whenever you import images do this it will save you so much time like because then you won't have to go back later and be like i forgot to compress all my images and then you spend like a super boring three days the entire day going through every single image in the game compressing your image okay yeah okay so um so well it's it's okay the foreground cars the trunk we you can worry about that later then go to um your characters folder and let's do your your player it will take forever yeah um double click double click come on [Music] yeah it doesn't matter which one crunch compression apply so this should take three or four hours let's first put your scene sprites in there so you have something to work with so do you see where it says set geometry that's where i would put it in your hierarchy so set geometry there you don't have to you can put it anywhere but i would put it there so dragon base uh basement background and forward uh yeah dragon dragon one at a time okay let's just do that set geometry yep very good point okay so let's uh let's put the game on the the game window near the inspector and then kind of make the scene in the game window the same size uh sorry i said put it drag it over to the driveway over to the right yep and then and then adjust that space in between there yeah yep pull it over to the same side okay and then make the free aspect where it says free aspect in game yeah 16 9 very good okay so we could see that we definitely need to zoom out on our camera let's go to the game camera uh game camera very good and then you can actually why don't you why don't you go over to the scene view and kind of just zoom out with your cursor a little bit so you can see the whole um the whole image okay yeah and then go and then expand game cameras on the on the on the left and we're going to select the actual camera nope all right no i've done bad no it's okay you're fine you're fine you're fine it's finicky at first you know you gotta get used to it okay and then do the size um make oh actually you need to set the z position to negative 10. yeah very good okay and then the size let's change the size so that it fits your scene where is size sorry size go down down down down down oh yeah size yeah and and you can cut you can actually drag it if you go to the very left of the let of the work of the number yeah right there you can just drag it like that so let's drag it until it goes all the way to the end without showing any of the background very good excellent and then let's let's let's you see where it says size 10.65 select that copy it yeah and then go to your main camera on the left up up oh main camera so yeah and then paste uh paste and size boom okay very good okay excellent um and then click game uh okay yeah now you can see we can see the whole scene right awesome okay very good now let's put the foreground over the this in the same place instead geometry yeah okay and then go to the inspector uh yeah and then you see the sorting order and layer uh sourcing moderately oh yes yes and then why don't you change it to like 20. [Music] so now it's above it okay so now what we need to do we need to create a player okay so go into your hierarchy yeah and then create an object the plus at the top okay and then um change it to the you can change it to player player is the player's name very good and then you want to add the upper and the you want to reset the transform to zero uh transform sincere yeah and then we want to add component that component then type in player player awesome this is so and then scroll down we need to add a few more things actually let me just do something really quick here um [Music] i always want to make sure that i get everything okay um and then we also need to add add component add a circle collider 2d [Music] yeah okay and that's fine the way it is and then add a rigidbody 2d and you want to set that to is kinigmatic not not dynamic where it says body type there you go and then you want to um make sure it's set i think you want to take simulated discrete i just want to make sure that i have everything right that's great and you can you can kind of like redo where it says info kind of get like make it smaller so that should be that should be good and then um you want to add an audio source okay very good and then do you go up a little bit do you see where it says speech audio source at the bottom of the page speech so drag the player into that into that spot what you're doing is you're telling it to reference the audio source on that game object which is the one we just added okay okay now um let's um then go to the player in the hierarchy yeah and then right click and then create and then create child create empty i think it's create a 2d object maybe well you know what go up to the keep player selected go up to the plus yeah create empty child there you go okay and you want to call that um you can call it player sprite very good and then on that you want to create a sprite renderer uh sprite renderer yeah yep very good and then under that you want to add an animator component which is will which will allow us to animate the sprite and then under that we need to add so both of those things are unity specif are unity specific we already added audio source circle collider rigid body 2d that's all that's all unity the only thing we've added so far that is ac specific is that player script that we added remember when we did a player script in the other one it was like super minimal it didn't really have anything this one has like a ton of stuff right um so we want to also add one thing to this which is unity specific or which is ac specific and that is a follow sorting map component [Music] okay very good um and then you can you can have it do offset original order you could click on that what does that mean uh actually maybe we don't need that but we want it to follow the follow the default sorting map so do you remember how how i explained the sorting map is what tells it how big or small it will get on the screen yeah if you don't have this on it it won't follow that you're telling this specific sprite to follow that sorting map you could add this to any sprite and it would it would uh follow the sorting map okay so you're just telling it to eventually follow that sorting map um i don't think there's anything else um you could add another another uh pl um object to the player uh a child object to the player uh no not there oh hierarchy yeah add another child yeah and make it call footstep sound and then we want to just add an audio source and then we're going to add one more thing add component yeah and then do um sound [Music] that's it that is also ac specific this is not part of of unity so you can see that with this player sound this particular footstep is going to be sfx you can actually change that why don't you click on this see see what pops out there's music other than speech so by default when you slot the speech audio source that audio source is going to be playing from the speech because you can actually control the volume of the speech that's one of the things that ac does it has it has basically four audio channels sfx other speech and music okay you can also you can click away um very good so um let's go to the player and you can see here that there's different animation engines and there's different animation styles why don't you click animation engine uh what am i looking at at the top sprites unity where it says sprite's function i imagine yeah okay so you see there's sprites 2d toolkit that is like the this like like spine animation you know where like you just create like an arm and then you can like you give it bones and stuff like that but we're gonna be using sprites unity okay um and then also let's go to where it says standard 2d animations [Music] what's the name of your play of your of your character tom tom okay so why don't we call it tom idol yeah tom idol for idol name oh sorry yeah okay tom and then capitalize idle this is case sensitive do tom walk you don't have to do tom run you can leave it blank for right now you can always add that again tom talk okay yeah so why why is this so important so unity has this this very complex way of doing animations typically so if you have animations in unity you have like an animator controller and there's a default animation and then you have to do like all these different things well if the player is a player puts input right then it plays this animation but if it's grounded then it plays this animation but if it's in the air then it plays this animation and you have all these like lines going to all these different animations that you've created you don't have to do any of that with adventure creator you just create your animations label them correctly and adventure creator will play the correct animation at the right time and we'll also then interrupt one animation to play another animation that's something also that you would have to do yourself and then you can also see list of expected animations why don't you click on that uh list of expects yeah animations yeah that's good so because you've put tom idol tom walk tom talk these are your expected animations right now okay but let's see are you going to be facing four directions how many directions is tom going to be facing um so eventually let's work with four because i've only drawn four so far so okay yeah that's okay so did you drop did you is is right different than left yes okay well then we'll keep it four okay um and then let's see um [Music] head on separate layer we didn't do that um okay so you might think but where's like tom pickup or tom hughes or tom this or that is not going to be handled right here in the player controller you are actually going to use an action list to play those animations you'll have it like interrupt the idle animation and he'll go and pick something up and go back and then you'll like check it return to idle okay so you don't actually have to dictate any of those animations here the walk speed run speed on in the movement settings we're gonna have to play around with that and get it just right okay yeah so that's one of those things um you also want to click where it says ignore gravity physics settings he's not gonna be he's like we has no gravity um i think it's i think that's the only one um yeah ignore gravity very good okay and then do you see where it says sfx sound child slot in the footprint footsteps sound there yeah very good footsteps sound you could click that that steps okay yeah because that's the child of this right um and then go back up again you see where it says sprite child under standard 2d animations we need to slot in the player sprite okay uh when you say the player sprite i mean i mean the actual uh object the game object object okay this is all game objects so basically you're telling this script to use that object okay so now comes the exciting part click on player sprite [Music] uh yeah and we're going to create some animations so you notice that the animator has an animator controller it needs a controller you don't have to worry about avatar you have to worry about apply root motion you don't have to worry about update mode calling mode just leave them the same okay um but that is where we put the animator controller so what this is what we're gonna do we're gonna go to tom in the big bagel boss incident uh down in the project yeah and we're gonna actually why don't you create a folder where you can put all those sprites in the folder tom sprites and then we'll uh within within yeah within that uh okay uh let's hope sprites [Music] okay and then just start from the top oh so select select everything below it yeah sure okay uh and drag them in [Music] okay and select everything above it and then drag them in and then create another one that's called tom anims that's what i call it just to keep it short [Music] yeah go to tom sprites i remember we i i want to open it okay very good select all of his sprites remember there's like one in them okay we have select all you can just like like command command yeah i just wonder if there's not a folder in here anymore no no no there was but we got rid of it and then do you see where it says pivot in the inspector yep go back click select bottom and that will put it right at the very bottom okay and then click away somewhere in the project folder okay let's go into the anims folder and let's right click and create an animator controller create animator controller very good and then why don't you call this player animator controller it doesn't matter what it's called that's just what we're going to call it okay and then go to the player sprite in the hierarchy uh place point yep and then slot the animator controller into the animator controller component slot uh when we're looking controller there yeah very good excellent okay whenever you make an animation this is what you have to do first okay now let's also take a tom tom sprite go to tom sprite uh thomas and then take his right or left idle animation even facing down whichever one you want uh okay let's do whichever one you want to be his like default tom idle right i think is the one say wallet but just just whilst i'm on it what i did for this is i have him just standing and then i have six different frames for idle but they are like various different things so it's like blink and then he turns his head and oh that's fine yeah you just slot the slot just a typical one into player sprite this is just like a default one so that when you're looking at it you can see it okay slide in there actually let's go to um where it says basement background set geometry one of the things that we forgot to do set that to negative 10. yeah it doesn't matter what it is but see now we can see the player he's huge that's fine um so go to the player sprite again yeah and then make sure in the project the animations folder is selected um sorry the project folder on the bottom yeah the animation is fine so typically when you start creating animations the folder that's open that's where they're go they'll go if you if you don't have that folder open then you have to find it which is a headache so there's a couple of windows that we have missing here we do not have our animation and animator window open so let's go up to window at the top uh window yeah yep and then let's go down to animation we want animation and animator those are the only ones we need and then you could slot that somewhere sure and then do the other one okay and then you could slot that somewhere too well actually the animator one is important but we're not going to really be using it this is where your animation like remember how i was talking about like branching trees you're like if this animation plays in this and you can like drag lines from like different animations we create animations little tabs will pop up here but we don't have to worry about that but let's click on animation and make sure that player sprite is selected it is so let's click create we're going to create our first animation yay and let's call it oh it says it's going to documents icloud we do not want that we want it to go into tom's atoms oh it is okay very good that's good i just wanted to make sure so save it as tom idle underscore right yep and then save and remember that's important that is case sensitive okay let's go up to tom idol r again uh right here at our time title uh i must i don't know i said again yeah click on that tom idol r right where you were in the animation in the animation oh yeah yeah okay oh you're gonna have to click on player sprite again in the hierarchy oh sorry okay and then click on that that and then click create new clip that's how you create new animations after you've created the initial animation let's do tom idle underscore left and then keep doing that until you've create created the other ones okay and then let's do the walk ones okay so by default um let's see let's see let's let's now go to our sprites folder on the bottom tom sprites okay so let's slot this stuff in you can just select them all and drag them into tom talk like every everything that you want so let's go to tom idle first down and then let's find those so all sticks or just just yeah you can do r6 and then drag them into here yep okay very good um excellent so the sample um samples let's set that so there's there's different ways about doing this a lot of people just leave it at 60 and then they space their character out so that it looks like it's playing those animations at a different rate i actually just changed the sample rate to like 12 or 10. so if you change it to like 12 and then you press play nope press play you can see that he's doing his little thing so press press play again stop it and then zoom out in the animator you can actually scroll back and zoom out why don't you space them out drag you can drag a bunch of those keyframes [Music] okay yeah and then drag them somewhere and then and then you can and then also you can expand the sprite to see which one it is uh where it says player sprite yeah click of the yellow arrow and you can kind of see the character there and then that this is where you can adjust where you want them okay and um yeah i'm not 100 cert but you you could play around with that um and you press play and you can see kind of what he does right you can pl we but we can we can we can fit you could figure out that later this is not permanent you are not creating a permanent animation this is this is something you can change at any point okay yeah okay so um let's let's let's slot in all your characters slot in all the the sprites for all the different animations okay okay very good so as of now you have slotted all of your different animations that's excellent so we did it but the player cannot be act used by ac yet so what we need to do is we need to make the player a prefab so what we don't have yet is a resources folder in the bigelboss incident click on biggleboss incident create a new folder and call it resources capital r okay so the player needs to be put into the resources folder for um adventure creator to access it so drag your player main parent object and then drag it into resources and now it's a player prefab now you can delete the player from the hierarchy because it's a prefab right we talked about that okay so go to the inspector or no go to ac game engine uh pc game engine edit editor sorry yeah yeah okay and then go to settings and then where it says character settings player prefab now we have a player now we should be able to play the game but we're not going to do that yet let's change the uh the navigation the the nav mesh so go into the scene view let's go into the hierarchy and where it says navigation yeah and then navmesh and then go to click on it and then go to the inspector and then click edit collider all right and now drag the vertices to where you want them and you can add vertices by clicking somewhere else okay so why don't we do another thing so you can we're done with the collider yeah let's go now to sorting maps in the hierarchy sorting navigation sorting maps oh yeah all right click it default sorting map all right so let's zoom in where is it in the oh click on the the cursor not the cursor the the four directions in the upper left corner where there's like a hand oh yeah click on that one okay very good now now we can see it okay zoom in and then pull it down very good and let's add an area click add area in the inspector add area very good and then that area we want to pull down okay so i think it's actually the top the top arrow you pull down it's kind of counter-intuitive okay and then pull it down to the very bottom so we saw how big our character was um right there very good we saw how big our character was he will probably not he won't be 100 scale at any point in the scene so why don't we make it 50 at the end scale [Music] yeah and then let's make the start scale uh 35. we'll see okay very good and um so we can see that this changes not only his size but also changes the layer order right so right now he's on zero but if now that he'll be on this he'll be on or he'll be on one so if you were to create different layers different sorting layers right you could if you create another add another area for example uh there yeah yep and then you can see that in between the first point and the second point now he'll be on layer two and it actually says in the scene view what layer is between those two points okay you can see one and you can see two so if you're stacking things you'll probably actually want to put like like you said that there's going to be a car there so you might want to put the car on layer 2 and then it he goes from layer 1 to 3 so that the car is in between okay you see what i'm saying yeah okay but we can worry about that later why don't we get why don't we delete that second vertices we'll worry about that later okay very good we should be all set um wait there's one last thing players player starts in the in the hierarchy yeah that's that's a marker it's in the center of the screen let's let's drag it to the to the nav mesh somewhere where is it it's right there you're selecting it is that it sorry yeah oh i see okay yeah okay and you can actually see what direction it's pointing in so so zoom in and you can see that there's it's up that means that your character will be facing up okay so why don't you um change the the the rotation of it to 180 i think it's z rotation maybe z rotation yep now he'll be facing down when he okay okay very good so i think we can press play and we can start the game moment of truth good luck everyone he is not respecting that sorting layer is oh and he's going super slur okay so let's so there's there's a problem so the problem is that he's not respecting the sorting layer okay he's huge and he's also going to slow those adjustments we can make why don't you press play again he's also not respecting the the nav mesh there's something we forgot to add to the player so let's open up our player prefab go to go to resources folder in the project folder uh resources player layout double click yeah double click on a prefab to edit it yeah okay and then at the very bottom of the player the main game object add paths it has no options it's just a script okay there we go all right he's still quite big yeah we could change it why don't you click somewhere see he's just sliding around so let's change it um you said your game's 4k uh yeah it should be right so let's press the play button at the top yeah let's go to the player prefab and adjust his movement speeds player prefab double click go down we have walk speed scale we have acceleration deceleration turn speed let's set it let me see what mine is mine is at 21 40 20 10. so do 21 40 20 10 and then one and then my and then it's a hundred i i don't know why i did that and that's it and then i i have turn i have um turn before pathfinding i have that checked yeah okay let's press uh play again see see how that works yes blah blah blah oops i was thinking about it okay he's probably going a bit too fast but oh we could change that but how does that feel i mean yeah he's walking around the place how does it feel controlling your character for the first time bit surreal yeah lots of i can tell it's that kind of thing isn't it where per scene there's just giving you lots and lots of like fine tuning of that uh source well why don't you take a minute to fine tune it yeah that looks good that's more or less yeah that's more or less the size of an actual player wow look at that oh it looks so good that's cool that's really cool very cool okay so let's create uh a hotspot and an action list okay this is where adventure crater really has its bread and butter okay hot spots and action lists the very first thing i want to do is a cut scene let's do a cut scene so that when the game starts this is what it does so first let's go over to let's go right here let's go all the way down we're going to create a new camera and camera 2d yep uh yep and it goes right over there you can name it whatever you want why don't you name it camera start doesn't matter oh why did it do that camera maybe double click it click it again rename there we go let's see what we're calling it camera camera start okay now let's do this um let's go to cut scenes uh on the left hierarchy okay yeah and remember how we have an onstart let's click on that and then click in the inspector so this is an action list okay so the very first action it puts is engine and it waits 0 seconds what we want to do is we want to actually this is what we're going to do we're going to make it so that when you start the scene it switches its immediately switches to that a close-up camera and he's just gonna say i'm in a parking garage and then it will zoom out to the full camera and then you can start walking around okay so first thing we can know cutscene properties at the top it's in scene meaning that it's located here in the scene hierarchy if you click click in scene and then click asset file that would be creating an action list in your project folder why would you create an action list in your project folder if you have actions um that you want to be able to use across scenes like he's like i can't talk to that i can't pick that up but you want to use that same exact thing for every single scene right well you can have those assets in your project file and it's just kind of like a it's almost like a prefab okay it's like drawing on that asset file okay but let's do an in this is going to be an in scene action list okay and it says pause game play so you cannot interact with the game if you can also make an action sit an action list run while the game is playing playing um and uh so let's let's now you let's go to the engine weight and so the first action we're gonna do is camera change action type to camera and then we're gonna change it to switch and then we want to slot the camera in the new camera start you can click the little circle little circle it's easier to do it that way camera start very good and then we want to do new action yeah we want to do fade in camera uh camera camera sorry then fade in yeah and then fade fade fade in we'll do five seconds perfect it's it it fades from black by default but you can change that color in the actual camera itself let's do new action yeah and then you do um action type click on action type uh yeah dialog um press is player line nope keep that play speech play your line yeah let's give him give him a line uh i'm gonna do exactly what you said for now um [Music] okay very good and then you can and then play in background means that it's playing while the next actions are running okay don't animate speaker is literally just he doesn't animate when it says it um now add add a new action afterwards yeah go to engine uh get action type camera yeah and then we want to do um let's do um switch and then put in the the navcam one you hear my cat um and then that's my cat then that's mine and then transition time let's change it to one and then give it a movement method make it smooth and then do smooth transition out uh smooth transition out it's a little toggle a little toggle oh sorry yeah okay and then wait till finish means it literally waits till it finishes and then you'll be able to play so this is our first action list so imagine trying to program all this like like because because we remember when we had like a button in unity when we like you can click it and it will go to the next scene and it will it could play a sound it could play complain all of that occurs at the same time but what action lists allow you to do which are is different than unity events you can't have a delay in unity events but then you have to code that but this is just it's automatically doing one after the other okay it's it's wonderful for point-and-click adventure games so when you start the scene it will do this but now but let's first adjust where the camera start is okay the camera start in the in the hierarchy on the left also set the z position to negative 10. [Music] yeah okay very good so where's that that players start marker it's over on the left by the little pillar so why don't you draw your camera over there right about not right there because that's his feet right where his face probably is yeah right there perfect okay press play see what happens i'm in a parking garage there you go super fast you can you can also change in the speech settings how fast dialog plays if you can click to advance it but that's basically what we did so like you can imagine all the things that you can do in an action list change the camera have them do a dialogue there's also you can you can have them play uh do an action you can have them pick something up so let's have them pick something up now so let's let's drag that into the set geometry asset geometry yep it automatically creates this as a sprite right you don't have to add the component it's automatic let's give it what order layer should it be in well the player's on love on on he's on one so let's keep it at zero right now that means that if he walks in front of it right it'll be behind him so why don't you drag the bread over to where the door is i think that's where you wanted it right it's like it's like a dostoe door style that's so funny and then let's add a component which is an ac component let's add remember [Music] visibility oh very good so you may notice a couple of things it gave it a constant id number which is also ac specific so it is giving assigning this a number so that when you tell it to be invisible when you come back to the scene it will remember the visibility okay so um let's let's do this now let's create a hotspot go to ac game editor hotspot very good so it should be over on the left oh yeah click it again click it again very good now it's over there on the left let's call it um bread or whatever [Music] okay and then go to inspector and then you can actually lay it says label if not name but that is the name so you don't have to put it there and again you can have the interaction be in scene or you can actually you have the asset files like you know you're like making you're creating action lists in your project folder we'll just do this in scene so um let's do um okay this is actually actually let's let's add one other component to the bread sprite say no no no the actual bread uh the physical bread bread uh the actual actual bread sprite down there in the set geometry oh yeah yeah add highlight [Music] and let's highlight it by um three transition time let's do the transition transition time three i guess that's fine oh flash hold time i don't know change it to 0.5 maybe i don't know okay that should be good um i think that that basically means that when you're hovering over it it highlights it like brightens up okay so go back to the the um hot spot and you may notice that the hot spot the hot spot bread oh yeah and you may notice that it's just sitting in the middle of the screen why don't you place it over the bread spray down and you may re you may you may know that just like the bread it has a remember visibility sprite we need to remember if this hot spot is exists or doesn't so add a component remember hot spot okay very good excellent so there you go it's it just remembers it now let's do a use interaction use interaction is like look at use talk to right and inventory interactions are what happens when you drag another inventory item over it okay so an unhandled inventory interaction is like you can make it so that like the inventory interactions are specific to specific inventory items unhandled inventory interaction is like broad it's for any in it's like if you don't have like specific interaction for a specific inventory item then it just heeds like that's where you would put like ah i can't do that that doesn't work something like that okay use interactions why don't you press the plus sign [Music] yeah hotspot use interactions oh use interactions there okay yeah okay and it looks like we have a few options we have use talk to and look at why don't you select we need to create three because the way that this the way that the the ui is set up right now we have three types of actions so why don't you press plus again uh yeah yep and again and then select one should be used once should we look at one should be talked to very good excellent and let's create an interaction for each one okay uh so do i just yeah create yeah great and then right next to the talk to great uh yeah and then look at okay so also it doesn't have a marker oh i'm sorry you see where it says object to highlight at the top click the little circle you should be able to put the bread very good right okay and then walk to marker so currently the bread does not have a marker so the player wouldn't know to walk to it create that and then click on that marker and it will appear in your click yeah click where it says marker walk to marker and then you'll see it on the left okay click on that on the left and the prod in the and then why don't you drag it to right in front of the bread and i think it's facing up by default so that would be like he like pic like right so when he walks over to that marker you can make it sure that he's facing that marker meaning that he's matching the the position of the mark or the rotation of the marker so go again to the bread uh the let's see let's go to our our interactions now on the left it says interactions uh into uh yeah all right bread use well what should he do when he uses it basically uses pick up right so we'll have them walk over to it and we want the sprite to disappear and we want we need the sprite to disappear the hot spot to disappear and we need the bread to be in our inventory okay so why don't you click action type oh yeah that's changing the action type so first we want hotspot yeah and then not change in direction click that enable or disable and click disable uh and then slot the hotspot click on the the circle that bread very good also and then add component oh not add component i'm sorry action yeah and then sprite uh you want to do object object and then go that go visibility all the way at the bottom yeah and then slot in the actual bread sprite yeah you might need to find it no not that one not that one it has to be from the hierarchy because that was in the project folder you can actually just go on the left the hierarchy on the left and drag it in yeah okay go down and then drag in that yeah very good okay and we want to change the visible to invisible yeah and then we want to go add new action inventory action type inventory add or remove and we don't have an and we need to we need to add one so let's go to the ac game editor yeah inventory at the top inventory the very time oh sorry yeah yeah i'm sorry add create new item and just for we'll call it bread inventory name no not there that's exactly right right there okay right red and then you could slot the um the game engine into not the game the basement object bread into the main graphic i'm sure you actually have like an inventory sprite for the bread yeah that's different but um for just now let's put in that basement game object bread i will say yeah yep oh into the main graphic uh oh into main graphic yeah very good excellent okay so that's it um very good so that's that's the bread so let's go back to the the hot spot that we were working on okay yeah okay very good and then add the bread it's already did it because there's only one right um and you can add it to the front so if you like want your if you pick up a ton of inventory items but you want one to be added to the front you can click add to front okay and then let's do add new action yeah and let's do something we'll have the player turn around face the camera and say i've got bread um so why don't you have the action type go uh i think it's player a character character and then not animate but face direction yeah it says anime face direction player player yeah yep face direction to face down i'm gonna because he doesn't have a down torque so can i try like right or left just because he's oh yeah left left or right and then new action yeah and then add a dialog and then make sure it says player line [Music] very good okay very good so let's go to the bread go back to the hot spot bread again so you see the use interactions we have used player action where it says do nothing let's make it walk to the hot spot walk to marker i'm sorry walk to marker and then under that face while a face after moving so that means it's it's walking to that marker that we place directly below the bread and then it's facing in that direction so right now if it's if it's talked to it won't do anything because there's also no actions there but let's press play and see and see what this is like okay nice walking over there i've got bread and now that where's that hot spot it's gone right very good now look at you go up to the top i think that make the inventory's at the top bread so now you have the bread in your inventory right pretty cool huh yeah i mean all right nice for like a game yeah so repeat repeat okay so let's do let's do another let's create another another hotspot on the right door so go back to ac game editor uh yeah go to scene go down create hotspot new hotspot press it and then if you can actually name if you go new object name and then you click add new it will like add like give you the new name but that's okay let me just change the name now okay hotspot let's do rename but you want door or whatever i don't know exit yeah very good i i make sure that like my exits like exit right exit left exit up exit down you know what i mean like just so like i know there's only one there's anyone that he'll actually use in this scene oh okay very good okay so go to the inspector okay and then let's do um ins let's want to keep it in scene um okay let's move the hotspot over you just had you have it it's selected let's move it over and you can actually change the size so do you see where it says box collider 2d you can actually change that size so i should change the size of it okay okay very good and all this you know is iterative then there's no object to highlight right now let's create a marker uh yeah and then click on marker click on the actual marker like like right there and then you can see it over there on the left yeah okay there and let's drag that to right in front of the exit and remember you want the player to face it after getting there so you probably want the player facing right so change the z rotation to i think 90. nope negative 90. and then zoom in out let's just make sure yeah negative 90. okay very good so go back to that hotspot the exit hotspot and then let's create a uh we can use single interaction because it's just exit or do you want them to be able to look at and talk to and use it [Music] okay uh this is just used though right yeah you just use you can make it just use yeah and then let's play with the player you can you could do the player action too is playing player action the hot spot player do nothing where it says do nothing oh yeah walk to the marker sorry and then face after moving okay and then then click on the interaction exit use and you'll see it in the hierarchy where you can find it uh interaction go up exceed you yeah oh very good and what do you want him to do when he gets to that when he gets to and also do you see that the interactions actually have a transform they're all in the middle of the screen right you see the arrows right it doesn't matter where they are because they're not they're not physical objects they just exist but they are scene objects but it doesn't matter where they are okay they're just action lists it doesn't they have no location really um so what do you what do we want the player to do we want the player to walk to the marker so have character walk to point move to point oh actually he already does that he already does that because he when we click on it he does walk to that point so all we need to do is we need the camera to fade and then the scene to change camera fade fade out not in okay keep it at five and then add new action and then go scene change switch switch and then let's change it to a name name and the reason is is because remember in the build settings we have all of our different scenes in the build settings you can change scene by number but it's very possible that you you switch around your scenes in the build settings at some point so if you're if you're referencing your scenes by number it's very probable that you'll mess everything up so it's better to reference your your scenes by name because that's consistent that's that stays the same okay well we don't have a second scene yet right but we will have a second scene let's go down to our scenes in the ass in the project folder scenes yeah and then you could just duplicate i would actually do command d and then click base and then rename it yeah reception click double click it and then just delete all the all the images and stuff like that so go to set geometry this is kind of what i do i know this this seems like stupid but just because i have everything set up the way i want i just like go through and i'll just like delete things delete that and then go to like go to go to your your your your um your navigation and then the markers delete your markers and then go to logic delete your hotspots okay that's why i was having trouble finding them in the list i was looking for like hot spots here and there yeah it seems like it should be right yeah um and then go to interactions um and where is that interaction yeah okay and then delete all those and let's delete the cut the the cut scene the first cut scene let's delete the unstart one and we'll create a new one and then go to cameras let's also delete the camera again expand that game camera start we don't need that okay so let's go back to the ac game editor setting scene and then go up select go up and then where it says on start missing cut scene create yeah very good now we have a new one very good now we have a brand new scene uh we can always just adjust that that polygon collider in the sorting map but it's already created for us so let's go to your set geometry and let's put in the sprites for reception we'll just put in the background first okay um just straight and set geometry right yeah yeah and then we'll set that and then go to the inspector and set its um sorting layer to negative 10 order and layer 10 very good so um let's now press let's save this so if you haven't and then go to file build settings and then add open scenes items so yeah right press press start very good and um then go to then go back to let's switch scenes so let's go to the the other scene the basement scene uh oh sorry yeah like this basement okay okay all right let's press play and let's see if we can walk to the other scene now hey scene transition so obviously you can do the same thing and put a door on that side and get back um so there's a couple of things that we haven't gone over changing the adventure creator menus yeah but if you were to if you were to to go to press play and go to your uh the ac game editor window yeah and then click on menu yeah and then also while with menu selected drag game the game window over to where the scene window is just so you can reposition it for temporarily okay and select uh select a menu you can actually see them appear they only appear in the game window they don't appear in the scene window but you can see what they look like and if you scroll down with one selected you can make changes to it what happens when you click this button it runs this action list this type of thing okay this is where your pr you'll be editing your and then you also click on for example inventory so that's your that's what you will be changing to change what your inventory looks like um where it says subtitles [Music] yeah this is where you'll be changing what the subtitles look like they don't have to have a backdrop like that they can just be right over the thing and you can also go down scroll down and you can see um we i think you can change that go down more it change the the sub line uh sub speaker label the sub line label uh menu nine other very bottom subline yep yep click on one then go down scroll down more because it reveals itself so you can see what the font it's using it's using something called chunk 5. and you can change all these different settings and things like this again these are the ac menus this is not using the unity ui okay but this is also extremely you know useful um you can make a whole game just like this mine is um you can also scroll up a little bit and you can see what happens when this menu appears what happens when this menu appears well there you can have transition animation it that out you can have the transition type which is fade do you see the transition type yeah you click on that you can make it pan from it comes right off it comes from the left or the right of the screen or it fades in it pans or it's it zooms into the cam like like that's like what this this particular menu which is the subtitles will do all of the ac menus have these options so you can make it so that you like when in my game i made it so that when you click a button the menu slides up from the bottom so i have it making from bottom and it just goes and it comes up from the bottom okay okay yeah so i would actually if i were if i were to do give you like homework or something you should do flesh out these scenes make them feel like how you want place to rest your objects play around with the sorting maps um you're not going to break anything and then also um change the menus you know give make them remove things add things add fonts add add sprites you know if you don't want your meant your inventory to be appear at the top when you just hover over but you want to actually like click on a button for it to appear figure out how to do that okay you'll have to run action lists like you'll have to create an another menu that's a button so that when you click on it it opens the inventory does that make sense yeah yeah so so yeah so just kind of think logically about like what like like okay adventure creator uses action lists to do things so if i need to do something i need to use an action list you
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Channel: The Point & Click Devlog
Views: 12,386
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Id: 0vBhkL07Its
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Length: 83min 25sec (5005 seconds)
Published: Fri May 28 2021
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