

Granted, Unity game Read Only Memories just came out and it has slightly off scaled pixel art everywhere but it didn't really bother me cause I loved the story so much. I've bashed my head against Unity so many times trying to get pixel art to look proper, I've bought assets that promise it but to no use. For my needs, Adventure Creator is a much better fit, and thought I would share some of the benefits I've discovered during the transition. To each his own, I definitely know AGS is still the way to go for many. I'm finding I'm setting up and navigating scenes much quicker than before, and able to spend more time on the art assets, which is a benefit to me as an artist (rather than a native programmer). And of course the other features such as camera movements, resolution independent art assets, and the other favorite options mentioned in the video ended up being a bonus.Īlthough the learning curve was high (took about 2 weeks of work for my brain to switch gears enough to work on my own project). My cutscenes in AGS were starting to get choppy with the music, and the timing of things (probably due to the high-res assets?), and beyond that, I was really looking for a low-effort option to have the game ported to multiple platforms upon completion, particularly iOS. That really wasn't a deal breaker for me. As to the gliding, I guess that hasn't bothered me as much, though Chris Burton has mentioned that he is either working on, or has fixed the gliding issue. I have different speeds ranging anywhere from 1fps to 24fps. Hello, I don't know all the particulars on this either, when setting up an animation I notice it defaults to 60 fps, but you can change the fps of each animation which of course effects the speed depending on the number of frames you use. It's also free, has an arguably better object model and is well documented. I stick with AGS because it handles details like these correctly. The only real workaround being to make a 60 FPS animation loop.

The character is animated at a certain frame rate, but moves at 60 frames per second, creating a sliding effect. I know Dave Gilbert of Wadjet Eye Games was at least looking into switching, and was working on recreating some of his low-res scenes in Adventure Creator earlier in the Summer, he may be a better one to ask for that.įrom a glance at the video you posted, it looks like the author of Adventure Creator has made the same oversight about animation as the Visionaire Studio guys did. I've used them anywhere from 30%-190% of the original scale. Hello, sorry, I have zero experience using low-res sprites in Unity, I wouldn't be the one to ask for this. How does it handle scaling old fashioned low res pixel art though? It can look like shit when not scaled correctly. I considered posting this link there, but didn't want to resurrect a dead thread, posting it below for easy access: Hope all is well! Happy Game Design!Īlso, there is another thread here on AGS where other members discussed the Adventure Creator/ Unity Plug-in when it first came out. Just thought those who were interested in the Adventure Creator Plug-in for Unity might find this video helpful. I really didn't want to post this here, as it is for a competing product, and I definitely have no ill-will toward AGS, and the many many users. I still love AGS and what it has done for the post-90's Adventure Game era, and believe there will be many successful games made with it for years to come, but for my specific needs, it seems Adventure Creator is a better fit for me. Other forum members recommended I post it here as well, in case anyone was interested in some of the features as they related to AGS. At the end of the summer, I made this video for the Adventure Creator forms to give my top ten reasons for switching. I was testing out Adventure Creator with the Unity 5 engine over the Summer, and decided to make the big switch after about 2 weeks of use.
