itch.iohttp://itch.iohttps://itch.io/t/4979874/having-trouble-putting-combat-system-into-coroutineHaving trouble putting Combat System into Coroutinehttps://itch.io/t/4979874/having-trouble-putting-combat-system-into-coroutineFri, 13 Jun 2025 03:55:59 GMTFri, 13 Jun 2025 03:55:59 GMTFri, 13 Jun 2025 03:55:59 GMTI am trying just to get all four commands for turn-based combat.

I want to call out to a co-routine and have it call a special dialogue tree for my main character and three companions.

Some extensions below but not relevant to my basic problem. I simplified it to show what I want to do.

Call each special dialogue until they are closed, then call the next one. When all orders filled, exit the co-routine.

Any help much appreciated. This is super simple code after having vast elaborate schemes with ten times this much code and this still doesn't work to simply display them one at a time.

It shows each "Display" debug text but only the last menu for "Goliath" ...

I need to know how to open a dialogue tree, wait for it to be closed, then execute the next one.

Code below ...

---------------------------------------------------------------------------------------------------

C.Jonah.TurnOrder = Character.TurnOrderMode.None;

C.Goliath.TurnOrder = Character.TurnOrderMode.None;

C.Eddy.TurnOrder = Character.TurnOrderMode.None;

C.NurseJan.TurnOrder = Character.TurnOrderMode.None;

   if(C.Jonah.IsDead() == false && C.Jonah.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Jonah Combat Orders ...

    D.JonahCombatMenu.Start();

   // E.WaitUntil(()=>C.Jonah.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Goliath.IsDead() == false && C.Goliath.JoinedParty == true && C.Goliath.TurnOrder == Character.TurnOrderMode.None)

   {

    Display: Showing Goliath Combat Orders ...

    D.GoliathCombatMenu.Start();

    //E.WaitUntil(()=>C.Goliath.TurnOrder != Character.TurnOrderMode.Pending);

   }

   if(C.Eddy.IsDead() == false && C.Eddy.JoinedParty == true && C.Eddy.TurnOrder == Character.TurnOrderMode.None)

   {

    D.EddyCombatMenu.Start();

    //yield return E.WaitUntil(()=>C.Eddy.TurnOrder != Character.TurnOrderMode.Pending);

   }

  if(C.NurseJan.IsDead() == false && C.NurseJan.JoinedParty == true && C.NurseJan.TurnOrder == Character.TurnOrderMode.None)

  {

   D.NurseJanCombatMenu.Start();

   //yield return E.WaitUntil(()=>C.NurseJan.TurnOrder != Character.TurnOrderMode.Pending);

  }

End

]]>
https://itch.io/t/4172935/unity-2020-no-longer-supported-by-unityUnity 2020 no longer supported by unityhttps://itch.io/t/4172935/unity-2020-no-longer-supported-by-unitySun, 06 Oct 2024 02:23:46 GMTSun, 06 Oct 2024 02:23:46 GMTSun, 06 Oct 2024 02:23:46 GMTI saw the recommended version of unity for PowerQuest is version 2020.  UnityHub does not list it by default because it is no longer supported by unity.

I went to the web archive at https://unity.com/releases/editor/whats-new/2020.3.48#notes and was able to download and install it, however unity recommends using a newer LTS version.

It appears Unity 6 will be released on October 17 as LTS which means very soon you will be three major LTS versions behind.

You provide an awesome tool and I guess adventure games don't need the newer features but, it would be nice to be able to use an officially supported version of Unity that is also supported by PowerQuest. I did use it with unity 2022 by removing the visual scripting package and it works. Not sure about Unity 6 but, I image some people may want to use it just to remove the unity splash screen.

I use the Unity editor on Linux and newer versions tend to work better as unity improved the Linux editor support over time, so it would be nice if newer versions of Unity were supported out of the box without having to delete packages etc.

Anyway, just some thoughts. Thanks for all your hard work and a great product.

I noticed you licensed PowerQuest under the MIT license and wondering if you will ever put the code on github, so others can contribute code to the project if they make changes.

]]>
https://itch.io/t/3707931/wasd-keyboard-movementWasd keyboard movementhttps://itch.io/t/3707931/wasd-keyboard-movementSun, 28 Apr 2024 14:28:38 GMTSun, 28 Apr 2024 14:28:38 GMTSun, 28 Apr 2024 14:28:38 GMTIs it possible, and how to implement it? :)

]]>
https://itch.io/t/2829147/potential-to-add-a-simple-battle-systemPotential to Add a Simple Battle System?https://itch.io/t/2829147/potential-to-add-a-simple-battle-systemTue, 02 May 2023 21:05:33 GMTTue, 02 May 2023 21:05:33 GMTTue, 02 May 2023 21:05:33 GMTGreetings, just came across this amazing tool and it looks like a dream come true for the project I’m working on! I’m still early in the tutorials etc. but I’m wondering how hard it would be for me to add a simple battle system into a game made with PowerQuest? I’d keep it fairly basic (essentially just based on quick time events a la Sword & Sworcery) but I’d love your thoughts/input on how well it could integrate with this system. Thanks for creating such an awesome tool!!

]]>
https://itch.io/t/3564478/lights-with-powerquestLights with PowerQuesthttps://itch.io/t/3564478/lights-with-powerquestWed, 06 Mar 2024 15:59:35 GMTWed, 06 Mar 2024 15:59:35 GMTWed, 06 Mar 2024 15:59:35 GMTHi ! 

I can't find why, but when i try to add 2D light to my scene, the assets with PowerQuest doesn't repond to it.

Maybe it's because of the shader used ?

Do you have some tips about it please ?
Thanks

]]>
https://itch.io/t/3515209/i-donot-have-office-365-problem-to-create-a-new-projectI donot have office 365. Problem to create a new Project!https://itch.io/t/3515209/i-donot-have-office-365-problem-to-create-a-new-projectSat, 17 Feb 2024 15:26:14 GMTSat, 17 Feb 2024 15:26:14 GMTSat, 17 Feb 2024 15:26:14 GMTI'm not familiar with "Project".  I don't have any office sw installed and can't get "Project MS.com"  from  the official MS-Store.

Why is PQ sw installation such a problematic procedure.?  I expected  PQ tobe just a program  as it was in the past (1995-2005)?  

Please don't make me to regret my little donation!  

In fact I just want to access/decode/expand  1  [Luc.pqi  654MB and Luc.002  142MB] file from my archives (2002)

Please help. Kind regards 

Luc BEERSMANS retired independant  Informatic since 1965.

]]>
https://itch.io/t/3264804/scale-spritecharactersScale sprite/characters?https://itch.io/t/3264804/scale-spritecharactersSat, 04 Nov 2023 17:28:19 GMTSat, 04 Nov 2023 17:28:19 GMTSat, 04 Nov 2023 17:28:19 GMTHi, first thing first: thank you for powerquest, it's an incredible tool.

I was wondering what's the process for scaling sprite /characters. Is the only option to create a smaller source file (i'm using the aseprite import pipeline) since scaling down the prefab is useless? (I've come to understand that everything done in the prefab is overridden animation-wise by the framework, like when placing manually characters prefab in a room gets ignored)

]]>
https://itch.io/t/2530739/showing-hotspots-squares-in-scene-viewShowing Hotspots Squares in Scene viewhttps://itch.io/t/2530739/showing-hotspots-squares-in-scene-viewSat, 10 Dec 2022 20:27:05 GMTSat, 10 Dec 2022 20:27:05 GMTSat, 10 Dec 2022 20:27:05 GMTHello,

I'm actually trying to make a new room with Powerquest and I can't see the red "Look At", green "Walk To", and blue "Baseline" squares on the Scene View. I tried to look at Gizmos but I don't understand how to show them in the window. Can you help me please? I share the tutorial screen with the squares and my scene.

Thank You!

Tutorial :


My scene view :


]]>
https://itch.io/t/2427311/silly-question-i-guessSilly question I guesshttps://itch.io/t/2427311/silly-question-i-guessWed, 19 Oct 2022 08:14:11 GMTWed, 19 Oct 2022 08:14:11 GMTWed, 19 Oct 2022 08:14:11 GMTI have followed the package installation, but I don't have the PowerQuest option in the window menu. No matter what version of unity I have, it does the same for me

]]>
https://itch.io/t/2340125/macbook-pro-m1Macbook Pro M1https://itch.io/t/2340125/macbook-pro-m1Fri, 02 Sep 2022 20:01:10 GMTFri, 02 Sep 2022 20:01:10 GMTFri, 02 Sep 2022 20:01:10 GMTHi y'all. 

Is there anyone here who is using Unity and Powerquest on an MacBook Pro with M1 and it works?

I tried more versions of Unity, from older to newer ones, and there is always an error. If someone could just point me to a version that works like instructed (install Unity and drag Powerquest) I would be very happy. 

Thank you in advance.

]]>
https://itch.io/t/1268988/really-dumb-questionReally dumb question...https://itch.io/t/1268988/really-dumb-questionWed, 17 Mar 2021 18:01:05 GMTWed, 17 Mar 2021 18:01:05 GMTWed, 17 Mar 2021 18:01:05 GMTHi I am very very new so sorry for the basic question. 

How do I start a new game? Like from scratch?  I start with the demo game and put my stuff over the top of it, but there are parts that I just don't want to use and if I delete them I end up with an error. 

]]>
https://itch.io/t/2131679/make-a-second-character-follow-main-characterMake a second character follow main characterhttps://itch.io/t/2131679/make-a-second-character-follow-main-characterWed, 25 May 2022 17:56:19 GMTWed, 25 May 2022 17:56:19 GMTWed, 25 May 2022 17:56:19 GMTHeya!

First of all, thanks for this amazing tool! I've had lots of trouble with other Adventure Game tools (like Adventure Game Creator) and being close to AGS it was nice to see it! I'm having lots of fun with it, although the documentation could use a ittle more fleshing out, it sometimes is a bit nebulous (nothing a bit of experimentation can't fix of course).

Now, I'd like to have a support character following the main character wherever they go. I've been going around with using C.SupportCharacterName.WalkToBG(C.Player) on the Update() method, which works quite well but needs doing on every Update() method of each room, alongside a C.SupportCharacterName.Room at each change of room. I could not find a more elegant solution on the Scripting API. Is there any?

Basically the support character would need to be in the same room than the main character, including when E.ChangeRoom() is called. Potentially it would also have to follow the player in general, though sometimes randomly wandering around points of interests (like props). I thought of just changing the E.ChangeRoom() itself to change both the player and the support character at the same time but I haven't been able to find where to modify that. I'm not asking for the code to do it, just where I can change it for my need?

Cheers :)

]]>
https://itch.io/t/2054335/compilation-errors-with-unity-windows-10-powerquest-015-unity-202122f1-solvedCompilation errors with Unity (Windows 10, PowerQuest 0.15, Unity 2021.2.2f1) [SOLVED]https://itch.io/t/2054335/compilation-errors-with-unity-windows-10-powerquest-015-unity-202122f1-solvedSat, 16 Apr 2022 09:23:50 GMTSat, 16 Apr 2022 09:23:50 GMTSat, 16 Apr 2022 10:46:26 GMTHi,

Just downloaded Powerquest yesterday (looks great!) , but I encountered a bunch of compilation errors in Unity. Managed to get the errors down to 3 in Safe Mode, but I'd like Unity to work normally. Am I doing something wrong?

(Please see enclosed screen capture fragment)



Regards,
John Oakley

EDIT: Never mind. Followed the "Getting Started" link, backdated my copy of Unity, et voila!

]]>
https://itch.io/t/1741464/getting-2d-lighting-with-urp-working-in-powerquestGetting 2d lighting with URP working in PowerQuesthttps://itch.io/t/1741464/getting-2d-lighting-with-urp-working-in-powerquestFri, 05 Nov 2021 02:27:07 GMTFri, 05 Nov 2021 02:27:07 GMTFri, 05 Nov 2021 02:27:07 GMTA few people have been using unity's URP 2d lighting for their games, but PowerQuest doesn't work perfectly for it out of the box, since I'm not using it myself.

Really, the problem is just that characters use a custom shader to offset their sprite, and unity's shader doesn't do that. So here's a couple of ways around it-

Option 1: Use a custom shader

  • Download and install this shader from Joseph Riches of Robust Games
  • You'll need URP and ShaderGraph packages installed and it just goes on the Shader Override property on each Character
  • That's it!
  • Extras Notes from Joseph: The MainTex property has a reference for _MainTex and the Offset property has a reference for _Offset in the Node Settings which means they just pick up the Sprite from the SpriteRenderer and the Offset from the Sprite component (as far as I understand it). This is the graph:

Option 2:  Use the original unity shader, but move the character sprite to be nested under the character game object:

  • Open the character prefab
  • Make a child gameobject under the character
  • Add a "PowerSprite" and "Sprite Animation" component
  • Put the URP lit shader in the "shader override" field of the PowerSprite component
  • Remove the animator, and sprite components from the parent gameobject.
  • Then just move the transform of the child object so that the feet line up with the parent object's position.
]]>
https://itch.io/t/1679320/setting-new-playerSetting new Playerhttps://itch.io/t/1679320/setting-new-playerSun, 03 Oct 2021 20:36:15 GMTSun, 03 Oct 2021 20:36:15 GMTSun, 03 Oct 2021 20:36:15 GMTHey, there!

I'm trying to change the player character in a room,  without changing the character order in the Powerquest Editor.

I've managed to do it, by simply adding a public reference to a character in the PowerQuest script, but I can't seem to be able to move the character.

After some investigation, I've found that the m_instance value for that character is Null, even though the SetInstance function is called and it does change the m_instance to a correct value upon the character spawn. 

I'm kind of lost so any ideas/recommendations are more than welcome :)

]]>
https://itch.io/t/1684362/template-script-not-appearingTemplate script not appearinghttps://itch.io/t/1684362/template-script-not-appearingTue, 05 Oct 2021 15:06:57 GMTTue, 05 Oct 2021 15:06:57 GMTTue, 05 Oct 2021 15:06:57 GMTHeya! I'm new to unity and I'm trying to learn how to use powerquest. I loaded up the template and I'm trying to open the template scripts, but for some reason the script box thing is empty when I open it so I can't actually edit the script.

I think this is what it's supposed to look like when I click on it (this is a screenshot from the tutorial that i'm using: https://youtu.be/ZJR85alnGIU)

Image

But this is how it shows up in my screen:

I also get this error message when I try to see the scripts.

Image

Does anyone know how to fix it or make it so that I can actually see and edit the script for the template game?

If it helps, I'm using a macbook pro and the big picture at the top is a picture of my unity workspace :)

]]>
https://itch.io/t/1684436/how-to-mix-pointclick-scenes-with-arcade-gameplay-scenesHow to mix point&click scenes with arcade gameplay scenes?https://itch.io/t/1684436/how-to-mix-pointclick-scenes-with-arcade-gameplay-scenesTue, 05 Oct 2021 15:59:14 GMTTue, 05 Oct 2021 15:59:14 GMTTue, 05 Oct 2021 15:59:14 GMTI want to mix point&click scenes with arcade/minigame scenes. For example, adventure gameplay could change to driving gameplay at some point, like in the highway section of Sam and Max Hit the Road.

I guess I can make a separate "gameplay room" in PowerQuest editor, populate it with my own gameobjects (rigidbodies and stuff), then hide ingame interface and characters after switching to this scene. Will it be the "right way" to do an arcade section?

Please point me at right direction.

]]>
https://itch.io/t/1223888/questions-and-answers-from-the-discordQuestions and Answers from the Discordhttps://itch.io/t/1223888/questions-and-answers-from-the-discordMon, 22 Feb 2021 00:43:07 GMTMon, 22 Feb 2021 00:43:07 GMTMon, 22 Feb 2021 00:50:24 GMTThis thread contains  questions and answers from the discord chat.

I'm copying them here to make it easier for others who might have the same questions. 

]]>
https://itch.io/t/1550503/wrong-text-position-upon-entering-roomWrong text position upon entering roomhttps://itch.io/t/1550503/wrong-text-position-upon-entering-roomMon, 26 Jul 2021 10:58:25 GMTMon, 26 Jul 2021 10:58:25 GMTMon, 26 Jul 2021 10:58:25 GMTHi there!

I'm facing some problems with the characters' text position when entering a room.

Say I enter a new room and I start  a cutscene. Sometimes, the very first text will be in a random position and not on top of the character speaking(changing the TextPositionOverride didn't seem to do anythin).  All other texts are positioned as expected.

For example, I might have something like this:

IEnumerator OnEnterRoomAfterFade(){
    E.StartCutscene();
    yield return C.Character1.Say("blah blab blah") //this text appears in a random position
    yield return C.Character1.Say("more blah") //this is positioned correctly
    E.EndCutscene();
} 

Any ideas on what could be wrong?


I also have some secondary questions:

1) Sometimes I'd want a character to be talking in the background when entering a scene. I've noticed that if the character is off-screen, the text will appear on the edge of the screen. The problem is that when approaching the character, the text will stay in place and eventually appear as if it's floating.
Is there a built-in way to have the text stay on the edge of the screen while moving, and eventually rest on top of the character speaking when said character appears on the screen?

2)Having a character off-screen, is there a way to make their text not appear on the edge of the camera(making the text also off-screen).

Sorry for the long post, and thank you in advance!

~Alex

]]>
https://itch.io/t/1375339/sound-dialog-not-workingSound / Dialog not workinghttps://itch.io/t/1375339/sound-dialog-not-workingSat, 08 May 2021 10:14:03 GMTSat, 08 May 2021 10:14:03 GMTSat, 08 May 2021 10:14:03 GMTHi All!

I've loaded the default template project and I was having a play with it, but it seems the sound / music doesn't work it doesn't matter what I do.

Am I missing anything? Should it work right of the bat?

I tried following the instruction files for voice over and created a DAVE1.wav in the FX folder but no luck yet.

Best

]]>
https://itch.io/t/1341372/building-a-game-filebuilding a game file!https://itch.io/t/1341372/building-a-game-fileFri, 23 Apr 2021 21:55:18 GMTFri, 23 Apr 2021 21:55:18 GMTFri, 23 Apr 2021 21:55:18 GMTHi! When I try to build the default game that comes with Powerquest, which works when I hit play in unity, the program that gets built just displays the light blue screen from the title screen, but the title graphics and "new game" button don't fade in! Any idea what I'm doing wrong? I'd like to get this much done before starting on a project :P Thank you for any help!

Unity 2020.3.5f1 Personal

]]>
https://itch.io/t/1311786/update-v0130-betaUpdate v0.13.0 Betahttps://itch.io/t/1311786/update-v0130-betaFri, 09 Apr 2021 12:56:55 GMTFri, 09 Apr 2021 12:56:55 GMTFri, 09 Apr 2021 12:56:55 GMTI just pushed another beta up, the change list is here: http://www.powerhoof.com/public/powerquestdocs/version_history.html

If this is fairly stable over the next week I'll take it out of beta status. Let me know if you encounter any issues.

]]>
https://itch.io/t/1108616/create-animation-from-spritesCreate Animation from Sprites?https://itch.io/t/1108616/create-animation-from-spritesSun, 13 Dec 2020 00:19:31 GMTSun, 13 Dec 2020 00:19:31 GMTSun, 13 Dec 2020 00:19:31 GMTHi!

~17 minutes into the PowerQuest Intro + Quick Tutorial you right-click on a sprite, go to create, and select "Animation from Sprites"

I don't see this option in my drop-down menu, or it's not where it's supposed to be. Any ideas?

Using Unity Version 2019.3.7f1 Personal

Thank you!

]]>
https://itch.io/t/1006759/override-oninventoryclick-and-dialog-startend-callsOverride OnInventoryClick and Dialog Start/End calls?https://itch.io/t/1006759/override-oninventoryclick-and-dialog-startend-callsWed, 07 Oct 2020 17:07:13 GMTWed, 07 Oct 2020 17:07:13 GMTWed, 07 Oct 2020 17:07:13 GMTSo, 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?

]]>
https://itch.io/t/956662/inline-images-within-textInline images within text.https://itch.io/t/956662/inline-images-within-textWed, 02 Sep 2020 19:46:04 GMTWed, 02 Sep 2020 19:46:04 GMTWed, 02 Sep 2020 19:46:04 GMTI 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?

]]>
https://itch.io/t/903679/update-v0102Update v0.10.2https://itch.io/t/903679/update-v0102Thu, 30 Jul 2020 08:32:30 GMTThu, 30 Jul 2020 08:32:30 GMTTue, 01 Sep 2020 01:46:02 GMTSee the full changelist here: http://www.powerhoof.com/public/powerquestdocs/version_history.html

To update just download the package from itch again and import it over your existing project. It won't copy over any of your game files. But it's always worth backing up anyway ;)

Any issues, let me know!

]]>
https://itch.io/t/946149/character-wont-walk-when-clicking-outside-of-walkable-areaCharacter won't walk when clicking outside of Walkable Area.https://itch.io/t/946149/character-wont-walk-when-clicking-outside-of-walkable-areaWed, 26 Aug 2020 21:26:37 GMTWed, 26 Aug 2020 21:26:37 GMTWed, 26 Aug 2020 21:26:37 GMTHello 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?

]]>
https://itch.io/t/945039/camera-follow-playerCamera follow playerhttps://itch.io/t/945039/camera-follow-playerTue, 25 Aug 2020 22:26:10 GMTTue, 25 Aug 2020 22:26:10 GMTTue, 25 Aug 2020 22:26:10 GMTHey, 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!

]]>
https://itch.io/t/822589/easiest-way-to-add-controller-support-to-current-mouse-support-schemeEasiest way to add controller support to current mouse support scheme.https://itch.io/t/822589/easiest-way-to-add-controller-support-to-current-mouse-support-schemeSat, 06 Jun 2020 05:40:53 GMTSat, 06 Jun 2020 05:40:53 GMTSat, 06 Jun 2020 05:40:53 GMTI want to create an Nvidia Shield/Android version of my game which uses any usb controller.  What plugin or procedure do you recommend for converting the controls across.  Is it a simple process or quite difficult?

]]>
https://itch.io/t/821585/automatic-save-routineAutomatic save routinehttps://itch.io/t/821585/automatic-save-routineFri, 05 Jun 2020 12:05:39 GMTFri, 05 Jun 2020 12:05:39 GMTFri, 05 Jun 2020 12:05:39 GMTSo I had written a routine to save the game on a new scene automatically and with the new version of PowerQuest I noticed it has automatic saving now. Is this per scene and how does it work?

]]>
https://itch.io/t/820178/minor-update-092Minor update - 0.9.2https://itch.io/t/820178/minor-update-092Thu, 04 Jun 2020 05:23:55 GMTThu, 04 Jun 2020 05:23:55 GMTThu, 04 Jun 2020 05:23:55 GMTI just found a bug  that stopped builds working (you'd get a black screen), so just patched in a minor update with a fix.

To update just download the package from itch again and import it over your existing project. It won't copy over any of your game files.

]]>