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★ Game Creator ★

Discussion in 'Assets and Asset Store' started by Catsoft-Studios, Jul 12, 2017.

  1. Catsoft-Studios

    Catsoft-Studios

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    Thanks! The system is in a pretty advanced state and though it lacks some search filters, for the moment we won't have many modules. We'll be rolling a Beta version soon and start building the rest based on your feedback.
     
  2. Catsoft-Studios

    Catsoft-Studios

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    Hi everyone! Today we want to talk about the Inventory manager. It's already under Unity's review process and should go live in the following week/s.

    In the meantime, you can check out a feature-show-off video or play around the demo at https://demo.gamecreator.io/inventory/.



    Happy game making!
     
  3. Havok_ZA

    Havok_ZA

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    Is there a way to set a view cone / angle for an enemy. Lets say you have a turret or a patroling enemy. Can you set a view cone on what he can and cannot see?

    At Runtime or in edit?
     
  4. Catsoft-Studios

    Catsoft-Studios

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    Yeah, more or less. All you have to do is set a new Game Object (name it: ViewCone) as a child of an enemy. Then add a Trigger component to this new object and attach also a BoxCollider. Set the Trigger to be of type Enter and select Player as target.

    When the player enters the BoxCollider zone, it will fire the Trigger component (with all its Actions and Events).

    Edit: You can also add another Trigger component to the same ViewCone object and set it to Exit -> Player to detect when the player leaves the enemy's line of sight.
     
    Havok_ZA likes this.
  5. Catsoft-Studios

    Catsoft-Studios

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    Good evening!

    update-0.2.1.png

    We've been quite silent lately but just because we had to refactor some parts of the project so it's more maintainable and easy to add new modules. Note that this upcoming release will ends the 0.1.x cycle and start the 0.2.x and thus your project might not be compatible with it. Sorry for the inconvenience. Drop us an email if you need support on upgrading your project.

    So, what's going to change? We've pretty much refactored the core functionalities. Now it's not based on ScriptableObjects, which was an obstacle when creating prefabs out of Actions/Events. We've also redone from ground up the Trigger component. Now it will allow to define what triggers Actions/Events depending on the platform you're executing your game.

    trigger.png

    We've also finished the Module Manager and it will nicely integrate with the new Game Creator Store.

    Stay tuned for more information! Cheers!
     
    Havok_ZA likes this.
  6. Catsoft-Studios

    Catsoft-Studios

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    Good evening again! You'll see that just a few minutes ago a new version of Game Creator went live. You'll also see that it says version 0.2.2, when we announced we were launching 0.2.1.

    It's not a mistake, it's just that we tightened too much the release cycle of this update and thus both updates merged together into a single one.

    So, what's new? Apart from the announced changes, we've reworked the Module Manager system completely. We strongly recommend starting a new Game Creator project from scratch instead of updating it (though internally we had no problems, we can't assure none will arise in the future).

    We really hope you enjoy this update! And again, your feedback is more than welcome! We've even set up a new tab inside the Game Creator preferences window called Feedback, so you can send us your opinion without leaving Unity!

    feedback.png

    Happy game making!
     
    KitCoda and JoMaHo like this.
  7. KitCoda

    KitCoda

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    I'm sitting on the fence post with this asset. Looks like you're doing some great work here. Have you got a roadmap laid out for Game Creator yet? I'd like to get an indication and feel for the upcoming and expanded dialogue module.
     
  8. Catsoft-Studios

    Catsoft-Studios

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    Hi Kit! Yeah, we'll need to update a few things in the front page, as now that it's been a few months since we released Game Creator our roadmap has slightly moved.

    So, what's coming during the next months? First of all, we've send to review the Inventory module, which is a free extension of Game Creator that allows to manage, use and craft items with just a few clicks. It's coming very soon.

    The second big announcement is our Game Creator Store. We quoted store because everything there is free and you won't even have to register. Just type store.gamecreator.io and you'll see a search bar and a bunch of modules. All you need to do is to click on download, open Unity and enable the module from the Preferences window.

    PS: Oops! We unintentionally posted Game Creator Store link :p. It is confidential and should not be opened o_O. We'll make an official announcement in the upcoming days, though nothing stops you from opening it and downloading the Inventory module and the new Scene Transitions module :rolleyes:

    We would like to focus a little bit on getting Game Creator known. We've been focused 100% on the product since its release and now that we are confident that the package is stable and robust, we have to find ways to get it out there.

    During the next 6 months we'll focus on expanding the store and add more small modules, such as a character-field-of-view that allows to create stealth games or a module that allows to create physics-based puzzles. And also we'll start working on third-party integrations.

    The Dialogue module will be started during this period, but we can't give a fixed deadline (we said that the Inventory was going to be released a month ago and we're already a month late). We know we want to have multiple options when answering a question and branched reactions. We also want to give the option to have timed choices. But we want to do all this without a node based system.

    We have some hierarchy mockups, but if any of you come up with an idea or a cool feature, make sure you tell us and we'll give it a nice look!

    I hope this answered your questions @KitCoda. We'll try to add a roadmap section in our website so anyone can keep track of the present and future of Game Creator.

    Best regards!
     
  9. Catsoft-Studios

    Catsoft-Studios

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    Wednesday news! We're working on a custom Localization Manager! It will be tightly integrated with Game Creator and we think its workflow is gonna please all of you.

    Expect an update of the package next week of no issues arise. Cheers!
     
    JoMaHo and Havok_ZA like this.
  10. Havok_ZA

    Havok_ZA

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    Thats great!
     
    Catsoft-Studios likes this.
  11. JoMaHo

    JoMaHo

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    Good!
     
    Catsoft-Studios likes this.
  12. Catsoft-Studios

    Catsoft-Studios

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    Greetings everyone! We have some great news! Inventory module has been approved by the Asset Store team and is now available for free! Check it out at http://u3d.as/Uor

    inventory-header.png

    Regarding the Game Creator, we've just finished the Localization system and we'll be shipping it during this week. We're really excited for the upcoming modules we've been working on.

    Happy Tuesday everyone!
     
  13. Catsoft-Studios

    Catsoft-Studios

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    update-0.2.3.png

    Hi everyone! A new update has been approved! With version 0.2.3 we're formally introducing the new Game Creator Store, where you can peek and download for free extra modules that complement Game Creator.

    This update also introduces a new Localization tool. It's still in Beta and is likely to change (it's not all that fast). Despite this, any thoughts on the tool are welcome!

    EDIT

    As a side note, we've also updated the screenshots of the Asset Store. We think they work much better :D

    Now that the Inventory is finished and the Store is live, we'd like to start working on new modules once we finish the Localization tool.

    • On one hand we would really like to work on a Dialogue module, with different answer options and limited time options.
    • On the other hand we'd also like to improve the character's animations. For example, so they could jump, vault, take cover and also display life-like gestures, such as talking, thinking, picking things and so.
    Any thoughts on this? What would you like to see next?

    Happy game making!
     
    Last edited: Oct 26, 2017
    Havok_ZA and Bhanshee00 like this.
  14. Havok_ZA

    Havok_ZA

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    I would probably put the animations at the top of the list since those are common to all games. I guess dialogue is as well but not all games have you select response options. This can be accomplished by audio in itself if you have to.

    You could also try to add a Quicktime/Event system - something one can use in a combat scenario- think Arkham Knight etc where it prompts the player to hit X or B or whatever.
    It can also be used for events in adventure games like Wolf Among Us / Walking Dead game, if its flexible enough. So a timer with the events to either press a button or do an action perhaps.
     
  15. Catsoft-Studios

    Catsoft-Studios

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    We really like the idea of Quicktime Events and we'd love to get our hands on it. We've just finished the Localization tools (2.0, they are now much better) and once we push this update (as well as the Inventory module, which also will make use of the new Localization tools) we'll start working on this.

    Regarding the character animations, what would you prefer, a more realistic walk/run animations, or is it okey as it is now, and focus on adding new animations, moods and so?
     
    Shodan0101 and Havok_ZA like this.
  16. Catsoft-Studios

    Catsoft-Studios

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    Hi everyone! Just a quick update. We've been teasing with the idea of launching video tutorials very once in a while about how to use Game Creator (from beginner videos to advanced users). Here's the first one. Hope you guys like it! And don't hesitate to give us ideas!



    We don't have any podcast material to do the videos, so we're open to suggestions and tips! :)
     
  17. LoDx

    LoDx

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    Hi @Catsoft-Studios ,
    Nice Asset ! The inventory module looks good.

    Question :-
    - Any plan for Multiplayer module ? ( uNet ? Photon ? )

    Thanks
    James
     
  18. Catsoft-Studios

    Catsoft-Studios

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    Hi James!

    Thanks! :-D

    We currently have no plans on supporting multiplayer. Doing so would require quite an amount of work and would arise complex questions (for example, the Inventory should be shared between players? Each one has its own? Only some of them? etc).

    Maybe we'll add some small support, but we thing we're better off dedicating all our efforts to the core features. Which, by the way, we'd like to seize this opportunity to show you some upcoming features in the next update: Character gestures!

    teaser-gestures.gif

    Cheers!
     
    Shodan0101 and LoDx like this.
  19. Catsoft-Studios

    Catsoft-Studios

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    Phew! This week is rocking with updates! Game Creator version 0.2.4 is now live! We've redone the entire Localization tools so they are much better suited for the everyday development workflow:

    How does it work?

    You know you create a Text object when showing some text in the UI, right? Well, there's a new component called Text Localized that looks and behaves exactly the same!



    You basically type all the text you want as you would normally do, which will be part of the main language (English by default, but you can change this). Once you have your translations, simply export the translation file from the Preferences window, copy & paste the new texts and import the file back into Unity.

    Pice of cake! :)
     
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  20. Havok_ZA

    Havok_ZA

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    I reckon they are OK for now. I guess one can improve them later.
    General stuff such as pointing, waving thinking/ contemplating, looking at watch, laughing, "rummaging" I.e looking or digging through stuff. This could be used for searching a container for instance.
    Open door, chest.
    Bending an picking up something.
    Throwing

    The tutorials are a great idea. Not only does it help the users but it's a good way to promote your asset.

    I agree with not focusing on MP yet bit maybe think of same screen co-op.
    2 players with two controllers or a keyboard and a controller. Camera can zoom out a bit when they get further from each other and zoom in again as the get closer.
    It can make for some really interesting game play without having to force any networking - big win imho and Game Creator can probably do it already with some hacks. Maybe think about adding it in a more...ek...Game Creative way. ;)
     
  21. cel

    cel

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    Hi there, first of all congratulations on an excellent asset... fantastic work!! Just a question: as a playmaker user is there a way/example of interacting with playmakers fsms and also on your documentation I saw that we can have our own custom actions, could this be done as well with playmaker fsm, I mean have an fsm as a custom action?

    Regards and keep up the good work
     
  22. Catsoft-Studios

    Catsoft-Studios

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    Nice! We've just added most of the gestures you mention! The rummaging (we actually had to look what that means), opening a door and picking things from the floor are still missing, but will come soon :-D

    That's actually a pretty good idea! Split screen is not difficult to do, we'll just have to refactor some code and check if further issues arise, but we really like the idea of zooming in and out to keep the players in the scene so you could do something like the video below (A Way Out). We'll investigate for sure!



    Ba-dum-tsss! :D

    Thanks @cel ! We really appreciate it! :)

    We're probably the only Unity developers that haven't played with Playmaker.

    We have planned integrating other third-party plugins that really complement Game Creator, and visual scripting solutions such as Playmaker and/or Bolt would perfectly complement it.

    Tonight we'll get started reading Playmaker's documentation/examples and we'll get back to you with a more defined deadline of when the Playmaker integration will be available.

    PS: Update 0.2.5 is almost ready. And it comes with gestures and... "something" that will give your games a much more immersive feel. Stay tuned for more information ;)

    PSS: Around the beginning of 2018 we'll probably increase Game Creator's price, as we think it's pretty stable. Those who have already purchased will still receive updates for free, of course. Those who are indecisive about buying Game Creator, don't worry, we'll announce the price update beforehand.

    Cheers!
     
    Havok_ZA, cel and StevenPicard like this.
  23. Catsoft-Studios

    Catsoft-Studios

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    Greetings! We just wanted to share one of the things included in the upcoming release of Game Creator. We're been highly focusing on delivering procedurally and additive animations so your characters breathe live. For example, check out the following gif:

    output_optimized.gif

    The left side is the standard locomotion system and the right side is the injured state. The cool thing is that you can blend between these two to create brand new animations or sync the blending to the player's health to visually represent its hit points.

    Next week we'll bring some more information! Cheers!
     
    Shodan0101, Havok_ZA and StevenPicard like this.
  24. sayos

    sayos

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    can you tell me when its gonna be ready? i buy it and like it, but i need the save part... thanks
     
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  25. Catsoft-Studios

    Catsoft-Studios

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    Hi @sayos ! Sure! It's actually working, but it needs some configuration. We're still looking for a way of solving this conceptual problem.

    Right now the Load/Save system has 3 Actions: Save Game, Load Game and Change Current Profile. The last one allows to have multiple save files in different profiles (numerated from 0 to infinity, where 0 is the default one).

    The Save Game and Load Game actions load/save the state of different things, for example, the variable's value, the current sound and music volume, etcetera (the Inventory module, for example, saves the amount of currency and items carrying). On the other hand, loading a game doesn't change the current scene for the one saved, nor where the player was and so.

    It's not a technical problem, but of conceptualization. It requires more thought as someone might want to load multiple scenes additively, have some characters not save their position and others that do, and so on...

    You're welcome to give any ideas! This is a topic we want to tackle as soon as possible, but we need to think of a robust yet flexible way of doing so (and easy to use, not have a component for each "thing" you want to save with thousands of parameters, if possible).

    EDIT: The 0.2.5 update is under review, so expect it to be live next week. Now we have to hurry and make a spotlight video of the new features!
     
    Last edited: Nov 10, 2017
  26. sayos

    sayos

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    i have those problems... a tutorial for noobs would be appreciated, thanks =D
     
  27. byCDW

    byCDW

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    Hi Catsoft-Studios,

    I've watched all the videos and read the documentation on Game Creator in order to find out whether it might suits my needs. It looks very promising so far but there's one thing that I'm not sure if it's feasible:

    Does anyone remember the "Blade Runner" adventure game released in 1997? I loved it a lot and I'm right now trying to create something featuring a similar gameplay/setting/athmosphere.

    However that game had three action sequences if I remember correctly that required the player to shoot (point and click basically) at things. For example you had to free someone who was tied up with something chain-like that needed a few hits to break.

    So what I need to do is change the cursor to a crosshair when it's over a tiny trigger area attach a firearm to the characters right hand and play an aiming animation.

    Are the last two points feasible ? Thank you
     
  28. StevenPicard

    StevenPicard

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    I remember that game. It was great.
     
  29. Catsoft-Studios

    Catsoft-Studios

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    Hi everyone!

    We'll definitely revamp the Save/Load system and we'll make a feature spotlight video ;)

    Hi @byCDW ! The crosshair cursor change is piece of cake. When entering "Shoot Mode" you can use the Action "Change Cursor" to the texture you like (like a white cross). In the game, when hovering an enemy, the cursor turns red. You can also do that attaching a Hotspot component onto the enemy and check the Cursor toggle. You can then assign a red-cross texture and it will automatically change to that when cursor hovers it.

    As for the aiming... Not for now. We're heavily focused on working on the Characters. We've recently introduced Character gestures and states. The upcoming update will allow the Characters to jump (in a realistic way, like in Uncharted or Assassin's Creed, not just play an "OnAir" animation when the character is not grounded). What we're planning to do next is introduce weapon firing (pistol and AK-47-like), sword fighting and bare-hand fighting.

    TL/DR

    You can do the crosshair-thing, the gun animation is coming soon :D

    Awesome indeed. The random-Replicant mechanic was a little frustrating though :p
     
    StevenPicard likes this.
  30. byCDW

    byCDW

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    Ok, great. That's exactly what I wanted to hear;)

    But there is always one more question right? So you are working on the characters at the moment - that's interesting because I just finished playing your nice little demo and noticed that I will need some kind of basic facial animation/lip sync functionality. Is there any way to play these animations if the character model already has them set up or are you planning to add support for eg. LipSync lite/pro?

    Thanks again
     
  31. Catsoft-Studios

    Catsoft-Studios

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    We're still investigating whether to add a simple frequency-to-phoneme parser from an audio file or directly add support for Salsa/LipSync. It's something we definitely want to tackle. We've moved one step in our priority list, as is something that a lot of people will need (even if it's a simple A-E-I-O-U mouth animation)
     
  32. MAXFORCE

    MAXFORCE

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    Please add support for A* path finding or Apex path
     
  33. Catsoft-Studios

    Catsoft-Studios

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    What's wrong with Unity's built-in Navmesh?
     
  34. MAXFORCE

    MAXFORCE

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    Apex path has huge advantage over unity built-in nav mesh. With apex path you can animate much more units than unity built-in navmesh
     
  35. Catsoft-Studios

    Catsoft-Studios

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    We didn't know that. We'll take a look at see what we can do ;) though no promises. We want to have most sub-systems up and running before improving the existing ones, and the character navigation is already done. Despite this, we're redesigning some parts of the navigation with the upcoming jump ability, so we'll see what we can do.
     
  36. byCDW

    byCDW

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    Hi again,
    there's good news: you have a new customer:)

    That customer however seems to have messed up something in his first two scenes giving the following error upon placing a player character and hitting play:

    NullReferenceException: Object reference not set to an instance of an object
    GameCreator.Characters.PlayerCharacter.UpdateInputDirectional () (at Assets/Plugins/GameCreator/Characters/Mono/Characters/PlayerCharacter.cs:69)
    GameCreator.Characters.PlayerCharacter.Update () (at Assets/Plugins/GameCreator/Characters/Mono/Characters/PlayerCharacter.cs:55)

    New scenes with only a simple plain in it do work meaning no errors and the character can move.
     
  37. Catsoft-Studios

    Catsoft-Studios

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    Hi @byCDW !

    We hope you enjoy making awesome games with Game Creator! This error seems to be related to the scene camera. The easiest way to solve it is to add a "Camera Controller" script to the camera and should work without any errors.

    Thanks for the feedback, it's an edge case where the camera is not marked as Main Camera nor has a Camera Controller. We've opened a bugfix request so this doesn't happen anymore (or if so, at least gives an error message showing what to do to fix it).

    Cheers!
     
  38. byCDW

    byCDW

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    Thank you,

    adding a camera controller doesn't help tagging this camera as main camera however fixes the error.
     
    Catsoft-Studios likes this.
  39. Catsoft-Studios

    Catsoft-Studios

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    Awesome! We'll make sure we fix this ;-)
     
  40. Catsoft-Studios

    Catsoft-Studios

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    Happy Cyber Monday everyone! We hope you're not getting draught with all these awesome deals in the Unity Asset Store :D

    We've just released a new Game Creator's Tips & Tricks. In this episode we're covering how a simple action as opening a chest can gain a lot using a fancy Character Gesture and a Dolly camera effect.



    On the other hand, for those were thinking about grabbing Game Creator from the Asset Store, now's the time! It will probably never be this cheap! Remember that this product is in Beta and has a reduced price of 40$ (now 34 with a 15% discount). In January we'll start incrementing the price with the new added features and stability improvements, so now's the chance! ;)

    Happy game making!
     
    pixelsteam likes this.
  41. Maurice-Hoffman

    Maurice-Hoffman

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    Hello, I bought the asset and it looks very professional. But I want to do something very easy and it doesn't work.

    I want to use your player in a scene with a third person camera so I can build and test my levels. (I use 2017.2 and 2017.3 and Game Creator 0.26)

    I start a new scene with a plane and create a player than I put a camera motor on the camera, but the camera isn't following at all.

    What is the best order to do this.

    Thanx and keep up the good work.
     
  42. Catsoft-Studios

    Catsoft-Studios

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    Hi Maurice, thanks for your words. Sure, let us post a step-by-step guide:

    - First of all, you need to create a Player. Right click on the Hierarchy Panel and select Game Creator -> Characters -> Player.

    1player.png

    - Then, click on the Main Camera object and add the Camera Controller component (if it doesn't have one).

    2camera.png

    - Next step is to create the Camera Motor. .

    3motor.png

    - Change the Camera Motor type to "Follow Camera" and has the Player as a target.

    4motor2.png

    - Finally, drag and drop the Camera Motor to the Camera Controller's currentCameraMotor field.

    5link.png

    Hit Play and you should see that the camera follows the Player from a (quite large) distance. You can tweak these parameters live in the Camera Motor component.

    We hope this helped you figure out where the problem was. If this works out for you, we'd also like to know where you got stuck, so we can improve the workflow (a simple mail or using the Game Creator's feedback will suffice).

    Cheers!
     
  43. Maurice-Hoffman

    Maurice-Hoffman

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    Thanks it works perfectly, I use the cinemachine camera for 3rd person camera and it integrates nicely.

    Do you have a roadmap for upcoming features?
     
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  44. Catsoft-Studios

    Catsoft-Studios

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    Great! We currently don't have a Roadmap, but because we're just starting and we can (and do) pivot quite often. For example, we had a big update coming on 0.2.7 but instead we've delayed it for 0.2.8 because we want to push some bugfixes as soon as possible.

    We're currently working on the Dialogue module. We've been talking with some of you privately about it and looks like we have finally shaped a concept that is fast to work with and is easy to iterate over. Though we can't specify when it will be ready, it will be most likely before the end of the year/beginning of the next.

    On a further future perspective, we want to create some sort of Quest-system/journal/on-going-task so that games can be easily made. Qick Time Events are also in our short-term todo list and we also want to revisit the Character system. We've recently added the Jump system, but there are other traversal method we want to explore, including vaulting, rope climbing, wall climbing, ...

    Cheers!
     
    Havok_ZA likes this.
  45. Kamil-Sobierajski

    Kamil-Sobierajski

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  46. Havok_ZA

    Havok_ZA

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    Guys if you keep up with this type of support i think you will be one of the best.
    Loving it so far.
     
  47. Havok_ZA

    Havok_ZA

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    So I have a question (maybe a tutorial sometime or maybe a feature?).

    For instance like, In your game The Investigation, when the character looks at the fusebox. I'd like to be able to switch to a full screen view of that object. A little like how you did the other piece (where you have to cut the wire) Either a separate scene or just a zoom in, but i would want to interact with that object as a puzzle piece.
    So for instance could we have had the fuse box open, then put a correct fuse in a correct place?

    How would that be accomplished from the inventory to select and click or to drag onto the box?
     
  48. Maurice-Hoffman

    Maurice-Hoffman

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    182
    Hello, I think your program is great !! And I am getting the hang of it.

    Another Question ? In your example Patrol Pattern you send a character from marker to marker. I tried the example with a boat or a plane and they are not working in the same way. It only wants characters.

    Is there an easy way to move an object from marker to marker for instance a boat or a car. For a plane i need also altitude is this also an option.

    Tip: If you want to become a real easy game creator, you can create other Player classes like a boat, car, plane, tank, robot etc. , maybe something for the future.
     
  49. Febebe-Bart

    Febebe-Bart

    Joined:
    Jul 31, 2015
    Posts:
    2
    Hi guys! How can i instantiate random game object?
    And i found a bug!

    Target transform doesnt work. At 0.2.5 worked perfectly
     
    Last edited: Dec 8, 2017
  50. Catsoft-Studios

    Catsoft-Studios

    Joined:
    Jan 15, 2011
    Posts:
    648
    Darn! Sorry for the late response guys, we were trapped in Amsterdam!

    Thank you! :D

    We've been asked that and will definitely be in a future update. You want something like the following video right? We've thought of this and we'd like to design it so that the different pieces of the "zoomed-interactive-object" can also have Triggers. For instance, if it's a box, you can click the lock to open it, and pick things from the inside.


    Yeah, the Move Character only works for Characters and the Player. Despite this, a Character doesn't have to be a "human". As long as you put the "Character" component to an object it should move with the Move Character Action. Also, Play a little with the Basic Character settings. For examples, humans tend to quickly change direction, but planes need a lot of space to do a 180º turn. Change the Angular Speed to something like 10 degrees/second and should be fine.

    Right, there's no random instantiation Action. We'll add a "Generate Random Variable" so you can add a random integer and using an Event do something like:
    - if "random-variable" is 0 -> execute Action Instantiate "Arrow 1"
    - if random-variable" is 1 -> execute Action Instantiate "Arrow 2"
    - ...

    We'll most likely push another 0.2.8 soon and fix all these issues. And we'll take a look right away at the Target Transform property! Sorry for the inconvenience!

    Cheers!
     
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