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Shaped by Rain Studios
United States
เข้าร่วมเมื่อ 2 ส.ค. 2020
Hey there! My name's Trever. I'm a gamer, game developer, software engineer, musician, and founder of Shaped by Rain Studios. I'm also working on a passion project of a game called 'The Path of Ren' using Unity.
Shaped by Rain Studios is a creative studio with the mission of empowering other creative people through education and inspiration. I hope you find the content I create here to be useful to your own creative endeavors in one way or another!
Shaped by Rain Studios is a creative studio with the mission of empowering other creative people through education and inspiration. I hope you find the content I create here to be useful to your own creative endeavors in one way or another!
The Path of Ren | Gameplay Trailer
► WISHLIST ON STEAM
store.steampowered.com/app/1619920/The_Path_of_Ren
► DESCRIPTION
A boy wakes up in a strange world. His only memory is of a white fox granting him a wish. Dash, Crystalize, Ghostify, Warp, and Slow Time to overcome 250+ difficult precision platforming challenges in search of the rumored place of wishes.
► KEY FEATURES
- Precision platformer with tight controls and mechanics.
- Mostly linear progression with side challenges, secret areas, and collectables.
- 250+ unique platforming challenges.
- Both a story mode and speed running mode.
- RPG elements & story (skippable if desired).
- Extremely difficult, but equally rewarding.
► FOLLOW THE GAMES DEVELOPMENT
🐦 Twitter ➔ trevermock
📷 Instagram ➔ trevermock
🕑 TikTok ➔ tiktok.com/@shapedbyrainstudios
Thank you for watching!
store.steampowered.com/app/1619920/The_Path_of_Ren
► DESCRIPTION
A boy wakes up in a strange world. His only memory is of a white fox granting him a wish. Dash, Crystalize, Ghostify, Warp, and Slow Time to overcome 250+ difficult precision platforming challenges in search of the rumored place of wishes.
► KEY FEATURES
- Precision platformer with tight controls and mechanics.
- Mostly linear progression with side challenges, secret areas, and collectables.
- 250+ unique platforming challenges.
- Both a story mode and speed running mode.
- RPG elements & story (skippable if desired).
- Extremely difficult, but equally rewarding.
► FOLLOW THE GAMES DEVELOPMENT
🐦 Twitter ➔ trevermock
📷 Instagram ➔ trevermock
🕑 TikTok ➔ tiktok.com/@shapedbyrainstudios
Thank you for watching!
มุมมอง: 1 715
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This video covers one of the many ways to go about creating a Quest Log in Unity. The Quest Log will have a scrolling list of quests. When one of those quests is selected, details are displayed which include the quests name, the quests status, requirements to start the quest, and rewards for finishing the quest. We'll also do some fancier things like coloring the Quest buttons depending on thei...
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Bertram Mall
Great video! I am having an issue that when using your input manager script, when I try and enter dialogue a second time with the same NPC, it will not register my initial input to start a conversation (I have a multi-path dialogue system that was working without the input manager system you're using, but I couldn't figure out how to "select" the buttons appropriately without using your method). Not sure if that's an issue you've encountered, might be something on my end I messed up with the Input Event System, but if you have any recommendations that would be greatly appreciated :)
Althea Corner
6:01 PlayerPrefs
Thank you so much!
Hello, I'm having trouble importing the Unity project from Github to Unity, could someone explain it to me pls ?
Gay Glen
9:08 I am having a hard time around this part of the tutorial. I've copied all of the necessary scripts pretty much exactly, even using an int variable to test the save data. But when I start the game, I get an error saying "ArgumentNullException: Value cannot be null, Parameter: collection". almost as if the DataPersistenceManager just couldn't find any scripts using IDataPersistence?? I have zero clue what I did wrong. I would appreciate it greatly for feedback and advice!
Update: I deleted the GameData, DataPersistenceManager, and IDataPersistence scripts and closed unity to take a break. Couple hours later, I reopened my game project, recreated the scripts again and they magically work now???? Man, Unity is a very very wacky game engine. At least I'm able to carry on with the rest of this tutorial now!
Hey there, just checked out this video pretty recently and am a big fan of it. Followed it all the way through and it works pretty well. I have encountered one issue though at the end if you do see this. Basically the issue comes from the choice selection. It works so far where you can select and choose the pokemon, but after choosing a Pokemon the final text does not get displayed and the dialogue interaction ends early. How do I fix this?
dialogue keeps repeating how to fix this? i followed through everything
How would you highlight objective world objects to signify for player that it's an objective? Would you hook each object to quest module via event, or maybe some radar polling, or something else?? What I mean is let's say a mushroom is an objective, and I want it to sparkle so the player knows it's an objective
13:35 I can see that you are expirienced Unity user
Bruen Route
My code is the same as yours, but for some reason, it’s falling into the ‘else’ of continueStory directly. When I tried using inkTest, it only displayed the last sentence. I really don’t know what I did wrong.
Sorry for asking this from a video from 3 years ago
Dejah Turnpike
Orlo Squares
Chadrick Points
Best tutorial about FMOD.
Trudie Tunnel
Syble Mill
Otilia Tunnel
Alverta Port
At 33:53 the line "...CreateInstance" appears me underlined in red... and it says that the name "CreateInstance" does not exist in the current context... what did I do wrong or what part could I have missed??
At 9:13 I got an error "MonoBehavior doesn't contain a definition for 'OfType'. If it happens to you maybe you typed "FindObjectOfType" (without the "s" at "Object") instead of "FindObjectsOfType". Hope that helps !
Camille Park
Liza Highway
Maverick Ranch
How would this work if you had areas with NPCs/Quest items that aren't instantiated when the game starts? Like open world where scenes are added instead of them being enabled all at once.
Jamil Square
Oberbrunner Crossing
Hey, great vid! do you also link the videogame it self?
Branson Flats
9:55 DialogueVariables & Dialogue Manager
works great. tyvm for sharing :)
How do I load objects that are inactive?
Waino Road
Hi, thank you for sharing this wonderful save / load system!! It's for sure the best present on You tube. I would love to see how this could work with additive scene, if you can in the future. Thank you a lot again !!!
Look really cool! Though would like to see what it looks like if it keeps chasing the player even out of range and only retract once the plant itself is out of the range. Overall still looks great!
Nestor Path
Gertrude Overpass
Harris Camp
yeh input state never works, wasted literally weeks trying.
Do you have a good suggestion for how to handle performing some sort of action when selecting a choice? Is it possible to run a script when a choice is made (or perform a func etc)?
I managed to implement that with a custom system, not with Ink. Key was to have a Dialogue Manager with an Action<int>-property, for example. If you click on a selection on the UI, it triggers the static Action of the DialogueManager with the parameters 1-4 (for each selection). NPC-scripts or scripts that trigger the dialogue automatically subscribe/desubscribe during the process and react upon the selection.
is it possible to modify this quest system such that the quest states (incomplete/complete) are tracked using Ink variables? as my current game is narrative-driven
Conor Mountains
Thank you for the explanation i was pulling out my hair trying to figure out a save system for my game !!! :) ty bud
Arvel Streets
amazing, thank you so much bro
Hi! I know that this is two years old and the tutorials have been very helpful but I'm running into this issue where when one of the choices is the end of the dialogue and should close but its coming up with a blank before closing? It's like trying to load dialogue that doesn't exist before closing. eg: [No Comment] -> END This comes up as just a blank before closing instead of just closing the dialogue. Is there a fix for this? Thanks!
Hey! Really glad you've found these tutorials to be helpful! :) I imagine you're hitting a similar case to what happens when an external function is used at the end of dialog. See the timestamp "8:58 External Functions at the end of the dialogue" in this video - th-cam.com/video/dwxu4Q-GJU0/w-d-xo.html I believe that will solve the issue you're running into. I hope that helps and best of luck!
@@ShapedByRainStudios it worked! I just had to put it into the choice function for it to work properly but thank you!