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Assets HeroKit (Easy Game Maker) [RELEASED!!!!!!!!!!!]

Discussion in 'Works In Progress - Archive' started by AntFitch, Nov 12, 2016.

  1. AntFitch

    AntFitch

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    I eventually want to make another version of this tool that contains the workflow without the editor. You would just type in the c# actions and parameters.

    In other news, we've been building out our test cases that developers can also use as tutorials for the system.
     
    Last edited: Apr 6, 2017
  2. AntFitch

    AntFitch

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    Here is the current list of tutorial scenes we've created. Each tutorial comes with a Controller (a hero object with a bunch of actions in it). If you ever get stuck using HeroKit, you can go to one of these scenes and copy and paste what you need.

    Here is the current list of tutorial scenes:
    • Player Controller
    • Camera
    • Audio
    • Animation
    • Movement
    • Rotation, Turning
    • Pathfinding
    • Particle Effects
    • Other Effects
    • Image Manipulation
    • Pooling
    • Spawning
    • Persistent Objects
    • Load Scene
    • Property Usage
    • Variable Usage
    • Loops and Statements
    • Getting objects from the scene
    • Filtering objects in a list
    • UI Usage
    • Localization
    • Working with External Scripts
     
  3. AntFitch

    AntFitch

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    We've wrapped up the final tutorial and features for the first version of HeroKit. Next step: document the code, clean up old bugs, and prepare for beta testing. Finally!
     
  4. Cartoon-Mania

    Cartoon-Mania

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    Great I want to play demo scene quickly.
     
    AntFitch likes this.
  5. Cartoon-Mania

    Cartoon-Mania

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    Is this asset available on mobile? Mobile always has performance problems.

    And I do not see an example of an AI system. Is there no AI system in this version?
     
    Last edited: Apr 29, 2017
  6. AntFitch

    AntFitch

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    Mobile is very important, so yes, an important goal is to ensure your games can run great on mobile.

    AI system is still there. The final turorial shows you how to make characters in your game do unique things.
     
  7. AntFitch

    AntFitch

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  8. AntFitch

    AntFitch

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    All known action bugs are fixed. Also added a Journal/Quest menu. Next week: cleaning up editor bugs and action forms that are needlessly complex.
     
  9. AntFitch

    AntFitch

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    Cleaning up any rats nests I find in the code. :cool:

    This thing is finally very close to beta.
     
  10. AntFitch

    AntFitch

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    Here is the full list of 241 actions that have been created and tested for the first version of HeroKit. If you need another action, you can add it or we can add it.

    [List Part I]

    Animation
    • Change Animation Float
    • Change Animation Integer
    • Play Animation with Trigger
    • Start Animation with Bool
    • Stop Animation with Bool
    Audio
    • Change BGM Settings
    • Change BGS Settings
    • Fade In BGM
    • Fade Out BGM
    • Fade In BGS
    • Fade Out BGS
    • Play BGM
    • Play BGS
    • Play SE
    • Turn All Audio Off
    • Turn All Audio On
    • Use Snapshot on Audio Mixer
    Camera
    • First Person Camera Off
    • First Person Camera On
    • Third Person Camera Off
    • Third Person Camera On
    • Move Camera
    • Shake Camera
    Dialog Messages
    • Change Font
    • Change Message Settings
    • Show Message
    Do While Loop
    • Do While (Integer)
    • End Do While
    Effects > Scene Effects
    • Fade In Scene
    • Fade Out Scene
    • Flash Screen
    Effects > Particle Effects
    • Play Particle Effect in Scene
    • Play Particle Effect on Object
    • Play Preexisting Particle Effect
    • Stop Particle Effect
    General
    • Change State
    • Comment
    • Exit Actions
    • Exit Game
    • Get Company Name
    • Get Scene Name
    • Go to Action
    • Morph Hero Object
    • Pause Game On
    • Pause Game Off
    • Play Event
    • Wait (Milliseconds)
    • Wait (Seconds)
    If Statement
    • Else
    • Else If (Float)
    • Else If (Integer)
    • End If
    • If (Bool)
    • If (Float)
    • If (Game Object)
    • If (Hero Object Count)
    • If (Hero Object Facing)
    • If (Hero Object)
    • If (Integer)
    • If (Inventory Menu Open)
    • If (Journal Menu Open)
    • If (Load or Save Menu Open)
    • If (Options Menu Open)
    • If (String)
    Images
    • Change Image Color
    • Hide Image
    • Move Image
    • Rotate Image
    • Scale Image
    • Show Image
    Loading and Saving
    • Get Saved Date (Integer)
    • Get Saved Date (String)
    • Get Saved Play Time (String)
    • Get Saved Scene Name
    • Go to Scene with Hero Object
    • Load Game
    • Load Scene
    • Load Setting
    • Save Game
    • Save Scene
    • Save Setting
    Localization
    • Use Localization
    Menus > Game Over Menu
    • Show Game Over Menu
    Menus > Inventory Menu
    • Add Inventory Item
    • Hide Inventory Menu
    • Remove Inventory Item
    • Show Inventory Menu
    Menus > Journal Menu
    • Add Journal Entry
    • Hide Journal Menu
    • Remove Journal Entry
    • Show Journal Menu
    Menu > Load and Save Game Menu
    • Hide Save Menu or Load Game Menu
    • Show Load Game Menu
    • Show Save Game Menu
    Menu > Options Menu
    • Hide Options Menu
    • Show Options Menu
    Menu > Start Menu
    • Hide Start Menu
    • Show Start Menu
    Movement (3D) > Controllers
    • Player Controller A Off
    • Player Controller A On
    • Player Controller B Off
    • Player Controller B On
    • Player Controller C Off
    • Player Controller C On
    Movement (3D) > Misc
    • Float
    • Jump
    • Rise
    • Sink
    Movement (3D) > Move
    • Move Away From Object
    • Move Backward
    • Move Custom Direction
    • Move Down
    • Move Forward
    • Move Left
    • Move Lower Left
    • Move Lower Right
    • Move Right
    • Move Toward Object
    • Move Up
    • Move Upper Left
    • Move Upper Right
    Movement (3D) > Move Settings
    • Animate Move Off
    • Animate Move On
    • Change Jump Surfaces
    • Change Move Duration
    • Change Move Speed
    • Change Turn Speed
    • Face Move Direction Off
    • Face Move Direction On
    • Go Through Objects Off
    • Go Through Objects On
    • On Collision Keep Moving
    • On Collision Stop Moving
    • Set Jump Animation
    • Set Move Animation
    Movement (3D) > Pathfinding
    • Navigate Toward Object Off
    • Navigate Toward Object On
    • Navigate Toward Position Off
    • Navigate Toward Position On
    Movement (3D) > Rotate
    • Increment Rotation
    • Rotate Start
    • Rotate Stop
    • Rotate to X Degrees
    • Rotate X Degrees
    Movement (3D) > Turn
    • Turn Away From Object
    • Turn Custom Direction
    • Turn Down
    • Turn Left
    • Turn Lower Left
    • Turn Lower Right
    • Turn Opposite Direction
    • Turn Random
    • Turn Right
    • Turn Toward Object
    • Turn Up
    • Turn Upper Left
    • Turn Upper Right
    Physics (3D)
    • Change Gravity Strength
    • Gravity Off
    • Gravity On
    • Ignore Collisions
    • Turn Physics On
    • Turn Physics Off
     
    Last edited: May 15, 2017
  11. AntFitch

    AntFitch

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    [Action List Part II]

    Scene Objects > Filter Hero Objects
    • Filter Hero Objects by Distance
    • Filter Hero Objects by GUID
    • Filter Hero Objects by Hero Type
    • Filter Hero Objects by Layer
    • Filter Hero Objects by Name
    • Filter Hero Objects by Position
    • Filter Hero Objects by Property Type
    • Filter Hero Objects by Tag
    Scene Objects > Get Game Objects
    • Get Child on Game Object
    • Get Child on Hero Object
    • Get Game Object
    • Get Source Game Object
    Scene Objects > Get Scene Object Info
    • Get Layer
    • Get Name
    • Get Position
    • Get Rotation
    • Get Tag
    Scene Objects > Modify Hero Object
    • Can Pause Hero Object (Off)
    • Can Pause Hero Object (On)
    • Can Save Hero Object (Off)
    • Can Save Hero Object (On)
    Scene Objects > Modify Scene Object
    • Set Layer
    • Set Name
    • Set Position
    • Set Rotation
    • Set Tag
    • Turn Component Off
    • Turn Component On
    Scene Objects > Persistent Objects
    • Delete Persistent Object
    • Save Persistent Object
    • Stop Using Object in All Scenes
    • Use Object in All Scenes
    Scene Objects > Spawn and Destroy Objects
    • Destroy Game Object
    • Turn Game Object Off
    • Turn Game Object On
    • Destroy Hero Object
    • Turn Hero Object Off
    • Turn Hero Object On
    • Create Object Pool
    • Spawn Object
    Script Components
    • Attach Script Component
    • Call Method in Script Component
    • Get Field from Script Component
    • Get Property from Script Component
    • Set Field in Script Component
    • Set Property in Script Component
    UI > Hero UI Objects
    • Duplicate Hero UI Object
    • Get HeroKit Listener Values
    • Set HeroKit Listener Values
    UI
    • Change Canvas Alpha
    • Change Image (UI)
    • Change Slider Value (Float)
    • Change Slider Value (Integer)
    • Change Text (Bool)
    • Change Text (Integer)
    • Change Text (String)
    • Change Text Color
    • Change Toggle Value
    • Get Slider Value (Float)
    • Get Slider Value (Integer)
    • Open URL in Browser
    • Toggle Canvas
    • Turn Canvas Off
    • Turn Canvas On
    Variables and Properties
    • Change Bool
    • Change Float (A + B = C)
    • Change Integer (A + B = A)
    • Change Integer (A + B = C)
    • Change String
    • Change Unity Object
    • Get Bool from Template
    • Get Integer from Template
    • Get String from Template
    • Random Bool
    • Random Float
    • Random Integer
    • Toggle Bool
     
  12. AntFitch

    AntFitch

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    Added global variables and the ability to swap out models in an action. Right now, I'm 100% focused on polishing this thing up for beta. Currently adding the ability to move through the hero kit main menu (properties, states, events, actions, variables, globals) with arrow keys.
     
    vfxmaster likes this.
  13. AntFitch

    AntFitch

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    HeroKit is VERY close to beta. We've made sure it looks good on Windows and Mac and for the Unity Editor's default skin and pro skin. We've cleaned up a bunch of small usability issues to make HeroKit fun, not a pain in the ass to use. Right now, we're going through all of the tutorial scenes again on Windows (29 of them) and fixing any random bugs that have cropped up. After that, we'll re-test on Mac.

    Check out the roadmap here to see exactly where we are. Anything with a blue flag in the roadmap has been completed.
    https://trello.com/b/KUSQjh2I/game-development-roadmap
     
  14. AntFitch

    AntFitch

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    All sample scenes have been re-tested on PC and Mac. They look great. Next step: clean up comments in code.
     
  15. AntFitch

    AntFitch

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    Code comments have been cleaned up and the sample scenes re-tested. I found 27 new bugs and I'm fixing these now.
     
  16. MaximilianPs

    MaximilianPs

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    Can I ask about equipment?
    Object like armor, different weapon that should appear on the character when not wielded.
    You know, sword on back, shield on arm, helm and so on... :)
     
  17. AntFitch

    AntFitch

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    The easiest way to do this would be to create a custom action based on our Change Visuals action. Change Visuals lets you swap out the model attached to the hero gameobject, but you need to swap out a child gameobject on the hero gameobject.

    I would:
    • Clone the Change Visuals action.
    • Give it a new name (ex. Change Child Visuals).
    • In the action form, add one additional field that HeroKit already has: GetGameObject.
    • In the action, add the corresponding field.
    • Save my changes and and use this action to get and swap out child visuals.
    Also, although we don't have this action, I think it is a good candidate for our core action set.
     
    Bhanshee00 and MaximilianPs like this.
  18. AntFitch

    AntFitch

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    FYI, HeroKit is in beta!!!! Beta will take at least one month. After that we'll release the product on the asset store.
     
    MaximilianPs likes this.
  19. MaximilianPs

    MaximilianPs

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    I still stay tuned waiting for the release, I hope in cheap price :D
     
  20. AntFitch

    AntFitch

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    Pricing schedule is going to look like this:

    Month 1: $36.99 (Beta)
    Month 2: $46.99 (Release Candidate)
    Month 3: $59.99 (Final)

    Better deals will come earlier.
     
    MaximilianPs likes this.
  21. AntFitch

    AntFitch

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    The intro video:
     
  22. MaximilianPs

    MaximilianPs

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    And it's cool how it looks !!! \o/
     
    AntFitch likes this.
  23. zenGarden

    zenGarden

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    It looks like a high level programming library without needing to code in C#, it's interesting.

    I got some ideas :

    1) Support for physics and car physics.
    When your game is not based on characters but could be some cube, a rolling ball, a space ship, a vehicle or whatever.

    2) Trigger volumes
    Collision event happening when some character enter some volume collision, possibility to filter with tag or collision layers. They have lot of usages, from action events triggering, to game mechanics like traps for example.

    3) Line collision (raycast or spherecast)
    Usefull when some AI would need to check if there is some obstacle in some direction before doing some action

    4) Wandering randomly around some position or 3D object
    Within some min and max radius distance parameters, it's usefull to get group of creatures idle and moving around while there is no player around.

    5) Characters pooling for performance
    To spawn and unspawn some number of characters when the player gets close enought or moves far away with parameters like delay min-max between each spawn.

    6) no debugging ?
    Plugins like Playmaker , Panda BT have visual debugging , it's some important feature.

    7) It is possible to get some trial demo with limited instructions sets and using a DLL instead of source code ?
    Appart from some flexibility i don't see what are the advantages to PlyGame plugin that has some more editors and more rpg game features and it is only 35$ ?


    The video only shows very small game samples with one ennemy, perhaps a real game prorotype would add more value to the plugin.
     
    Bhanshee00 and theANMATOR2b like this.
  24. AntFitch

    AntFitch

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    Already included.

    Already included.

    Already included

    Already included.

    Already included. Also included for particle effects.

    Already included. Our debugger is directly attached to the Unity debugger. No need to jump all over the place (a problem that drove me nuts when I used PlayMaker). You can turn debugging on and off for each hero object.

    I will think about this. We WILL have a 30-day return policy. If you don't like it, you can get a refund. No questions asked.

    PlyGame is a decent plugin, but a totally different design structure. HeroKit, PlyGame, PlayMaker... these are all different. Basic concepts are shared, but how they are implemented is very different. I hate having 1000 different editors, which is why HeroKit has one that takes care of everything.

    I agree. This will be worked on.
     
    Last edited: Jul 27, 2017
    Xepherys and StevenPicard like this.
  25. zenGarden

    zenGarden

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    Sometimes it's needed and necessary, each editor having it's own purpose.
     
  26. AntFitch

    AntFitch

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  27. Xepherys

    Xepherys

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    So I'm running into an issue with the Bat Attack demo - I get:

    Hero Object was not found for Get Hero Object in Scene. Returning 0.

    Game Object: Player​
    Hero Object: Player
    State 0: Alive
    Event 0: Control Player Movement
    Action 2: Get Hero Object In Scene


    And then every time I unpause I get:

    Hero Object was not found for Filter Hero Objects By Field of View. Returning 0.

    Game Object: Bat
    Hero Object: Bat
    State 0: Alive
    Event 0: Attack
    Action 8: Filter Hero Objects By Field of View
    Both the Player and Bat GOs are in the scene and visible in the play field. Thoughts?
     
  28. AntFitch

    AntFitch

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    Let's try something: in the top-right corner of the Hero Kit Editor, click the menu icon. A settings page should open. Click Refesh All Game Objects. Do this for both the Bat and Player hero objects.
     
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  29. Xepherys

    Xepherys

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    That did fix it up, thank you. So, on to another bug and a question.

    First, the HeroKit variables editor seems to refuse to fully extend the scroll bars:



    No matter how far I size it vertically, it still has some room to scroll down (not a big deal) and no matter how far I resize it horizontally, there's always a bit of room as well, meaning the vertical scroll bar always occludes the very edge of the delete button. I can size it larger on the X-axis, and the string value (name) field just grows.

    Next up, I'm missing something trying to add a variable type to the editor. I've added the Field and List and Block values and added them to SimpleGUI.cs (a custom enum for dice sizes), and as shown here, they show up fine in the inspector:



    But I seem to missing the magic juice to get them to show up properly in the (much nicer) editor window:



    Thoughts?
     
  30. AntFitch

    AntFitch

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    Make sure you've added a canvas for Dice Sizes here:


    You'll also need to make sure you've added logic for the new variable type in these files. I bet you've already got most of this set up, but maybe something still needs to be added.
    • HeroKitEditor.cs (logic block that starts on line 280)
      example: DiceSizesListBlock.Block(heroObject);
    • VariablesMenuBlock.cs (logic block that starts on line 95)
      example: DrawListItem("Dice Sizes", 7);
    Adding a variable looks like a good candidate for a full tutorial. I've added this to my to-do list next week. Scroll bars will be fixed in the next release (2 weeks).
     
    Xepherys likes this.
  31. Xepherys

    Xepherys

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    It was the HeroKitEditor.cs logic block that I was missing. Thank you!
     
  32. AntFitch

    AntFitch

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    Xepherys and chiapet1021 like this.
  33. chiapet1021

    chiapet1021

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    Hey there @AntFitch, I'm planning on picking up HeroKit in the next few days. I've tried to register on your forums, but for some reason, I haven't received my confirmation email. I've tried having it sent three times now, and I don't see it in my spam folder.

    Have you had this problem with new users before? I could try to whitelist the forum admin email address, if you can send it to me. Thanks!
     
  34. AntFitch

    AntFitch

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    You should be able to log in now. Can you double-check your listed email address after you log in?
     
  35. chiapet1021

    chiapet1021

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    Yup, all clear now. Email address is correct. Thank you!
     
    AntFitch likes this.
  36. AntFitch

    AntFitch

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    We've had some request for tutorials. Here is one to help you build your own actions::



     
  37. AntFitch

    AntFitch

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    We've added 2D support. HeroKit can now create both 2D and 3D games. It can also act as a database system if you need a place to store and save data for your game.

    Currently, we're moving on to our next goal to create toolkits for specific types of games (RPG, SIM, FPS, Adventure, etc). First up is our RPG toolkit, which will let you create an RPG without coding. To get started, we're working on the Items Database. I'm still figuring out how you'll add actions. Most likely, I'll create a section inside the item page where you can add actions. This database is specifically for items that you cannot equip... things like potions or things you need to collect to complete a quest. Items you can equip will have separate databases.

     
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  38. AntFitch

    AntFitch

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    It's been a while since I've posted. We've been building a huge swath of RPG features so that you can build a massive diablo-styled RPG. This will get it's own thread (it's that huge). In the meantime, here is a screenshot of one of the coolest features in HeroKit: Hero Objects. Hero Objects are like prefabs on steroids. You have an incredible amount of control how they look in a scene, and you can swap out prefabs on them with two clicks. The change will ripple thorough all of your scenes. Easy!
     
    HeadClot88 likes this.
  39. MostHated

    MostHated

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    Wait, the rpg stuff is going to be separate? I bought this because you had said before on the forum it will have that stuff in an update. Hopefully that is still the case?
     
    Mark_01 likes this.
  40. AntFitch

    AntFitch

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    @MostHated
    Anyone who owns a copy of HeroKit prior to the release of HeroKit RPG will get a free copy.

    You’ve given me an idea. This is what is going to happen: HeroKit will be renamed HeroKit RPG when I finish with the RPG features. After HeroKit RPG is finished, I’m going to work on HeroKit JRPG and HeroKit Virtual Novel. Each will be a seperate product, but all will share the core HeroKit libraries. You will be able to use these products together.
     
    Last edited: Apr 3, 2018
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  41. Xepherys

    Xepherys

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    Finally got back to this, pulled the latest version and added my custom field back. I'm having an issue with line 80 of HeroKitDatabase.cs in the Player Controller Examples project. It's not pulling a type, so I get a NRE on the next line (assigning the MethodInfo). Any thoughts on what's going on?
     
  42. AntFitch

    AntFitch

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    Can you attach a screenshot of the error you are getting? I'll take a look.
     
  43. Xepherys

    Xepherys

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  44. Xepherys

    Xepherys

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    FWIW, the initial PlayEvent is fine, it only happens when the key value is "PlayerControllerAOff" or any of the similar events.
     
  45. Xepherys

    Xepherys

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    Looks like the controller type was renamed for the demo from SpaceShooterControllerOff to PlayerControllerAOff, but the code still references the former when it's added to the ActionDictionary. (true for all controller-related action keys)
     
    Last edited: Apr 12, 2018
    AntFitch likes this.
  46. AntFitch

    AntFitch

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    Added to my bug list. I’ll take care of this in the next release.
     
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  47. Mark_01

    Mark_01

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    Hi There, I was also one of the people that got HeroKit to support development, But was wanting the RPG side of things in this kit.

    So a general question ( I know its not good to give firm dates ) .. just wondering if you have a guess / estimate about
    when the rpg system will be ready ?

    Also I assume this will be able to do melee and magic, with the bars for health and mana .. and a regen script for them ?
    Thanks.