Search Unity

2.5D shmup template

Discussion in 'Assets and Asset Store' started by LuxUnity, May 22, 2017.

  1. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717


    AssetStore

    Features:
    - mobile and desktop controls
    - don't need programming experience
    - timer mode
    - true scrolling that can also rotate, change direction and speed
    - primary fire modes: autofire or charge shot
    - incremental primary fire power
    - secondary weapons (consumes energy):
    * Laser
    * auto-targeting missiles
    * force field
    * melee attack
    - Bonuses:
    * live
    * energy
    * change secondary weapon
    * increment primary fire
    - enemies:
    * proximity mine and timer mine
    * turrets: fixed, rotating, moving, auto aiming (can shot laser or machine gun like)
    * obstacles destructible or indestructible
    * chain ships emitters following a path (with emitter manager to time-coordinate them)
    * BOSS with multiple destructible elements and different tactics
     
    Last edited: Apr 22, 2020
    twitchfactor likes this.
  2. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Last edited: Dec 8, 2017
    Virtuadreamer likes this.
  3. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
  4. Andreas12345

    Andreas12345

    Joined:
    Oct 17, 2013
    Posts:
    526
    I like to rescue something, shooting boxes with health inside (spawnable items), ground units.

    It is really good. Thanks, and i have leaved you a 5 Star review, because it is worth it. :)
     
  5. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Thanks for your suggestions!
     
  6. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Ground unit and shootable bonus are ready in version 1.1 now.
     
    twitchfactor likes this.
  7. Andreas12345

    Andreas12345

    Joined:
    Oct 17, 2013
    Posts:
    526
    Yes i test it, looks good.
     
  8. Ganthelus

    Ganthelus

    Joined:
    Mar 22, 2016
    Posts:
    2
    How do you customize the game? Is there commented code?
     
  9. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Code have some comments and rely on blatant explicative names for variables and functions. There also a pdf that explain the main use of each script and most important functions in it.
    But the asset it is think to be customizable without coding: just click and drag prefab, change the 3d models and play with the exposed variables in each inspector element to modify behaviours and characteristics.
     
    twitchfactor likes this.
  10. Ganthelus

    Ganthelus

    Joined:
    Mar 22, 2016
    Posts:
    2
    Thanks, I bought it, looks great so far.
     
  11. twitchfactor

    twitchfactor

    Joined:
    Mar 8, 2009
    Posts:
    356
    I keep seeing a rhythmic hiccuping, when playing the demo level in-editor that I didn't see in the online demo.

    I haven't dove into it, to see what the issue is, but I was curious; does this asset have a built-in object pool? There are a TON of projectiles and enemies on-screen and if they're simply being instantiated without an object pool, that's not terribly performant.
     
  12. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    There is an object pool system but not for all elements. It is trigger when the elements exits from the screen. So if you have game window and scene window open, it will not be trigger (because the element exit in the game is visible in scene window). Also unity lights that generate shadow, prevent object to be considered exit from the screen.

    So, check is the main direction light have shadow off and try your game in unity editor with full screen (so scene view is off), and tell me if the problem persists.
     
    twitchfactor likes this.
  13. TriplePAF

    TriplePAF

    Joined:
    Aug 19, 2009
    Posts:
    246
    To make it complete for my project I need air units. Would this be easy to implement (for you) inside the asset store package?
     
  14. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    What you mean with "air units"?
    This asset already have flying enemies that enter from somewhere on the screen, follows a path and exit somewhere else:
     
  15. TriplePAF

    TriplePAF

    Joined:
    Aug 19, 2009
    Posts:
    246
    Due the blue background it was difficult to see for me. However.. excellent and i just purchased it from the asset store!

     
  16. TriplePAF

    TriplePAF

    Joined:
    Aug 19, 2009
    Posts:
    246
    This asset has ground units and flying units... right?
     
  17. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Thanks!

    Yes, ground are available from version 1.1 (2017)
    In the project there is a different scene that show the new feature.
     
  18. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    hello, its great asset i like it.but i need help please how i can load next level ?
     
    Last edited: Mar 10, 2019
  19. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    UnityZaki likes this.
  20. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    I practice the method that you sent me its working .the scene change to next stage but it stay paused.
     

    Attached Files:

  21. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Try to add:

    Time.timeScale = 1;

    In that button code.
     
    UnityZaki likes this.
  22. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    it's working thank you very much for help, It is an excellent asset ,good game and clean code i liked.:) .support is awesome.
     
    Last edited: Mar 11, 2019
  23. Mightynate

    Mightynate

    Joined:
    Jun 3, 2017
    Posts:
    4
    Hi folks
    I'm running Unity 2017 and 2018, both last version of the series, can I run this template on either one ? do I need to modify any script to run ?
    thanks in advance for your help
     
  24. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    From Unity version 2017.4.22 you are ok with the most recent version. Just open it and click yes/ok if unity ask to update it.
     
  25. Shaolin-Dave

    Shaolin-Dave

    Joined:
    Apr 3, 2015
    Posts:
    32
    The online demo doesn't work. It's a black screen for a few moments then says "game over"
     
  26. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
  27. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    hello
    please i need your HELP
    how i can us the Bullet And Reusable Weapon in the same time.when i use "Enable The Same" for Shot Model, the Reusable Weapon with animation clip worked but the bullet stopped working
     

    Attached Files:

  28. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Hi,

    "Enable The Same" use the filed "Reusable Weapon" and ignore "Emitter" and "Bullet".
    If you weapon have an ON/OFF behavior, like laser or shield, you use "Enable The Same" + "Reusable Weapon",
    instead of you want shot bullets, you use "Shot one new..." + "Emitter" + "Bullet".

    You can look at the ship setup in the demo scene to see how weapons are put together.
     
    UnityZaki likes this.
  29. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    hi thank you so much for answere me and HELP. i adding cannon to my ship i want to make cannon shooting with animation that when i us Shot one new each time the cannon ship disappear.
     

    Attached Files:

  30. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    I'll see to add that feature in the next update.
     
    UnityZaki likes this.
  31. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Ok, I just upload version 1.1.1 with your request supported.
    It will appear on asset store in some working days.
     
    UnityZaki likes this.
  32. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    thank you for your very good support I appreciate .its the best assets shmup 2.5D clean and simple. i'am waiting for this new version he wil be perfect. i have adding bullet object to event animation with calling function
     

    Attached Files:

  33. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    hi . i finished my game SHMUP this asset it's very great and help me a lot, but I still have a problem and i need your Help please :For Virtual button control i added button for secondary fire because he doesn't exist , but the secondary button shoot forever how i can change it to single shot or autofire?please check out attached files,
    thank you
     

    Attached Files:

    Last edited: Sep 21, 2019
  34. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    I'm uploading a fix for that just now.
     
    UnityZaki likes this.
  35. UnityZaki

    UnityZaki

    Joined:
    Jan 10, 2018
    Posts:
    18
    thank you so much.you help me a lot
     
  36. IceLab_Game

    IceLab_Game

    Joined:
    Dec 18, 2015
    Posts:
    17
    hello, I'm doing my project, on the base of your asset, and I'm very satisfied.
    there is only one thing that does not convince me, the use of the pool.
    I'm doing test on the smartphone, at the beginning level the game is very fluid, at mid-level it starts to be slow and jerky, how does the pool work? can I optimize it or do I need to integrate another pool system?
    I would like to use a pool system for both enemies and bullets
    thanks
     
  37. IceLab_Game

    IceLab_Game

    Joined:
    Dec 18, 2015
    Posts:
    17
    the bullet do not disappear, and I find myself thousands of elements in the inspector, what am I wrong? Is it possible to optimize?
     
  38. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Hi,

    Each bullet is recycled when is no more visible. In Unity terms, that mean this:
    https://docs.unity3d.com/ScriptReference/Renderer.OnBecameInvisible.html

    Read carefully the last lines:

    It might not be actually visible by any camera, but still need to be rendered for shadows for example. Also, when running in the editor, the Scene view cameras will also cause this function to be called

    So, in the editor, when play the game, you must hide the scene view (I usually cover it with the console tab), otherwise a bullet that exit the game view but is visible in the scene view don't call the OnBecameInvisible function.

    Also be sure that there are no shadow interaction between your bullets and your lights.
     
  39. IceLab_Game

    IceLab_Game

    Joined:
    Dec 18, 2015
    Posts:
    17

    thanks for the answer and for the explanation, testing a build on the smartphone I have no way of understanding if OnBecameInvisible () is working, I do other tests. thanks
     
  40. IceLab_Game

    IceLab_Game

    Joined:
    Dec 18, 2015
    Posts:
    17
    I solved, the become invisible didn't work because I had modified the bullet, and deactivated the mesh on which the function was present. everything ok, 5 star asset.
     
  41. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Good, thanks!
     
  42. pixeloved

    pixeloved

    Joined:
    Jun 3, 2018
    Posts:
    8
    One question- so far I saw in demo steering your ship with keyboard. How hard is it (for a total newbie) to make it follow mouse cursor?
     
  43. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Mouse control is supported:
     
    pixeloved likes this.
  44. pixeloved

    pixeloved

    Joined:
    Jun 3, 2018
    Posts:
    8
    Hi, I bought template but I have a little problem; enemies are shooting (I definetely see glow of bullets), but bullets are disappearing before they even start to fly towards me. The same with boss' two phases, on third he is shooting (but not always- still glow happens everytime he wants to shot).

    I tried tanks and result is the same, but with auto-aim turrets everything is fine.
    Is that a bug or I just forgot to set something?

    I am using Unity 2019.2.14f1

    Thanks in advance for any help!
     
  45. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Thank you for the info. I just update a new version that will fix that (it is a missing tag/layer import/export problem). Usually update go online in 3 working days.
     
  46. pixeloved

    pixeloved

    Joined:
    Jun 3, 2018
    Posts:
    8
    Thank you, you're lifesaver ;)
     
  47. pixeloved

    pixeloved

    Joined:
    Jun 3, 2018
    Posts:
    8
    Hi LuxUnity, I downloaded updated package and tested pre-made scenes and update didn't solve this problem, unfortunately- still ground units like turrets are working just fine, but tanks and airplanes are only starting to shot (see glow, but then bullet disappears).
     
  48. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    Hi, check if tags and layers are like here:

     
  49. pixeloved

    pixeloved

    Joined:
    Jun 3, 2018
    Posts:
    8
    Yes, all tags were in, but still didn't work. After switching to newest beta Unity 2020 it works wonderful, sorry for trouble and thanks again for great support
     
  50. Andreas12345

    Andreas12345

    Joined:
    Oct 17, 2013
    Posts:
    526
    I still like the asset, is it possible to have a more rounded waypoint system? The directions changes are a bit spikey,
    upload_2020-4-22_9-30-48.png