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ActionStrategy Starter Kit

Discussion in 'Assets and Asset Store' started by kolipkaza, Sep 22, 2013.

  1. kolipkaza

    kolipkaza

    Joined:
    Jan 10, 2012
    Posts:
    11
  2. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    Wow, a very solid package. I liked the demo. A few minor things I would add:
    - Automatic counterattack system. When a character does nothing (not moving, casting, attacking), and gets attacked, he automatically begins attacking its attacker.
    - Crits. Maybe they exist, but I didn't see them. Like 5% for double damage, or so.
    - Picture selection. So the party's pictures are in the upper left corner, and you can select them by tapping on that instead on the character. Also HP and stuff gets visible there.
    - A very minor thing, but I found it very convenient, that when dragging a character to a monster, the line changes to red, and when targeing a heal, it gets to green instead.

    Are you doing a game by the way? I would be very interested in one, as I loved Battleheart and I could definitely do some cartoony monsters and effects. I should think about it a bit more, as this is just a sudden idea, but if you are interested, you can write me to kalamona01 at gmail dot com. You can check my works in my sig.
     
  3. kolipkaza

    kolipkaza

    Joined:
    Jan 10, 2012
    Posts:
    11

    Thanks for your interest. We acknowledge what you already suggested. We will be adjusted in the next version.

    your work very perfect. I like it. :p

    Thanks for the advice.
     
  4. pneill

    pneill

    Joined:
    Jan 21, 2007
    Posts:
    207
    How is pathfinding done? Can it use the native unity navmesh or does it require a third party pathfinding solution?
     
  5. Sajid_farooq

    Sajid_farooq

    Joined:
    May 23, 2012
    Posts:
    238
    Does this come with the GUI-related graphics code, i.e, the ring (for selected object) below the selected character, the health bar etc? Can they be customized?
     
  6. kolipkaza

    kolipkaza

    Joined:
    Jan 10, 2012
    Posts:
    11
    In this project we don't use pathfinding, but it can use (need edit script if use pathfinding).

    If you interest to use pathfinding. you can send pm or e-mail to us.

    email : dreamdevstudio@gmail.com


    Yes , Can customize graphics GUI. (Health bar,ring,skill icon)

    Here is GUI editor in inspector



     
  7. Sajid_farooq

    Sajid_farooq

    Joined:
    May 23, 2012
    Posts:
    238
    This looks very nice. I only suggest (as a fellow asset developer) that the price is a "bit" high for a first release. Generally, assets are intrduced with a lower "launch price" and then the price is raised when you get a following.

    Also, its a good idea to release for Unity 3.5 since many people have purchased the Pro version of Unity 3.5 and cannot afford the upgrade right now. Just get a copy of Unity 3.5, and publish from there.

    Looking forward to purchasing this some time soon.
     
  8. dreamlarp

    dreamlarp

    Joined:
    Apr 22, 2011
    Posts:
    854
    +1

    This would make some cool little mobile games but it has a way's to go. I use Unity 4 so I do not mind the version. But the start price is a bit high for the features. It would be nice to see this grow though. This would be a must buy just to have a fun framework to have at the start if it were cheaper.
     
  9. DreamDev-Studio

    DreamDev-Studio

    Joined:
    Sep 26, 2013
    Posts:
    6
    Thank you for any suggestion ;)

    Now we discount this package from 40$ to 25$
     
  10. JoshC

    JoshC

    Joined:
    Nov 20, 2013
    Posts:
    6
    Hi there,

    I tried following the instructions to create a new scene with this kit and I am missing a step when trying to get the monsters to spawn.

    NullReferenceException
    UnityEngine.Transform.get_position () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineTransform.cs:27)
    EnemyManager+<SpawningEnemy>c__Iterator2.MoveNext () (at Assets/ActionStrategy Kit/Scripts/Gameplay/EnemyManager/EnemyManager.cs:81)
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    EnemyManager:Start() (at Assets/ActionStrategy Kit/Scripts/Gameplay/EnemyManager/EnemyManager.cs:31)

    Does this look familiar at all? Could you tell me what step I missed?
     
  11. jpatinop80

    jpatinop80

    Joined:
    Jul 29, 2012
    Posts:
    55
    Hi, Really Nice Asset, I bought the asset and I`m trying to implementing to my game, but I have couple of problems... First: I need the camera follow each Character so I Added Smoth Follow to camera and Character for target, but the problem, is the GUI shows separated from character, and the Health bar run faster than Character, and the selection point is under Heatlh Bar and not over the Character, Can you give me some advice on how to solve this?, thank you!!!
     

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