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Jewel Swipe Framework ( JSF )

Discussion in 'Assets and Asset Store' started by kurayami88, Oct 17, 2014.

  1. kurayami88

    kurayami88

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    Hi,

    if you could provide me with your current logic flow, it would help me diagnose much better :)
    are you just having problem to change the panel? as in the actual coding API? or are you looking for the event call to trigger it?
     
  2. mrfilmmkr

    mrfilmmkr

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    I downloaded the booster asset, and for some reason the only one that works is the rainbow piece that has the pop sound at the end. The other boosters will work, but the board doesn't refill once the pieces are destroyed. I have reimported both the jsf ass/et and the booster asset with a clean install, and I am getting the same results. Any idea what could be causing this?
     
  3. kurayami88

    kurayami88

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    Hi,

    Thanks for the bug report...
    this seems broken with the current latest JSF version. A very simple NullException error...
    i will look for a better fix... in the mean time...

    =======================================
    UPDATE

    see next post~
     
    Last edited: Oct 18, 2015
  4. kurayami88

    kurayami88

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    Hi,

    please get this revised JSFSwipeManager.cs script and replace it...

    https://drive.google.com/file/d/0ByFg3L1OF8JzTEdvMnVYbjRzeGc/view?usp=sharing

    let me know if there are still issues... or if you have manually modified the JSFSwipeManager and require a manual update to the script instead :)
     
  5. mrfilmmkr

    mrfilmmkr

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    That absolutely did the trick. I have edited the JSFSwipeManager script, but I was able to easily rewrite that additions I had made. Thank you very much!.
     
  6. fabiobh

    fabiobh

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    It's possible to play this game without using mouse in desktop version of this game.
    I ask that because I want to port the game that I create with this engine to Apple TV
     
    kurayami88 likes this.
  7. kurayami88

    kurayami88

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    as long as there is a touch / click / pointer it should work...:)
     
  8. fabiobh

    fabiobh

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    This is the problem with Apple TV, Apple TV don't have touch / click / pointer contros. It only have a remote control, that works like a gamepad.
    It's possible play this game using only a gamepad, ex: the Xbox 360 Controller (I use that example because I know that Unity support Xbox 360 controller on Windows)
     
  9. kurayami88

    kurayami88

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    that would be kind of hard... not the correct type of game to play with up/down/left/right controls.... it is "possible" to make a selector box and control it via directional buttons but I cannot imagine it'll be fun to play with...
     
  10. fabiobh

    fabiobh

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    I understand, thanks for the help
     
  11. Green-Jungle

    Green-Jungle

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    Hi Admin.I'm using JSF package.I have a big problems.When I build game on android so if I use Unity 4 then Game is ver smooth.but When i convert project to unity 5.I build on android then Game is very Lag.Can you for me any suggestion? Thank you so much.
     
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  12. kurayami88

    kurayami88

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    Hi,

    do check your quality settings for mobile in Unity 5... tuning it to the lowest settings should help. You can also disable any features you believe you are not using or dont require... like shadows, and dynamic lighting, v-sync & etc... (part of the quality settings)

    Apart from that, I do not really have any other suggestions... Unity 5 has a heavier requirement compared to Unity 4... if you really don't like the performance hit, and not using any features of Unity 5, you can always just use the Unity 4 build :)

    Thanks~!
     
  13. Green-Jungle

    Green-Jungle

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    Is your project not compatibility with Unity 5? My problems when I convert project from unity 5 back unity 4 then all Prefabs white(error Prefabs) and all scenes is empty(This is my project) .So from your project core we developed this game :
    https://play.google.com/store/apps/details?id=com.amobear.petvenger
    When I build my project to android on unity 4 then Swipe gems is smooth But on unity 5 not.
    I want to back unity 4 But all prefabs can't use.and maybe we must to begin again.
     
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  14. kurayami88

    kurayami88

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    Hi,

    my assets are Unity4 / Unity5 compatible... however, downgrading your project from Unity5 could cause compatibility issues (unity version compatibility, not asset compatibility)... do not open your unity5 project in unity4 directly ! it is highly not recommended!
    instead, try exporting your project into a .unitypackage and re-import them into a brand new Unity 4 project.

    Hope that helps :)
     
  15. Green-Jungle

    Green-Jungle

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    Thanks for support.I tried export all then import it in unity 4 But it still doesn't work.:)
    P/s: So can you build 2 version on Unity 5 and Unity 4.6 to android? And then plz compare between them to see different ? Thank you!
     
    Last edited: Dec 30, 2015
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  16. kurayami88

    kurayami88

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    I'm sorry to hear it does not work :(
    if you really want to, you will need to check your assets in your project one by one to verify it is working in unity4 after the downgrade...

    else, you can check and optimize your app with unity5... hopefully the performance is within desired range :)
     
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  17. Green-Jungle

    Green-Jungle

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    Thanks Kurayami88.So can you build 2 version on Unity 5 and Unity 4.6 to android? And then plz compare between them to see different ?Can you show me how to improve perfomcance your project on Unity 5 and then I think I will do it in my project.thanks.
    P/s: Sorry to bother you But I really need to do it.Because We need to improve it fastest.
     
    Last edited: Dec 30, 2015
  18. kurayami88

    kurayami88

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    it was concluded that unity5 had slower performance on this particular asset quite long ago when unity5 first came out....
    suggestions to improve performance is...

    1) if you are still using the integrated tweening engine; download and import the latest "LeanTween" asset ... there could be improvements in the tweening for unity5
    2) goto Edit > Project Settings > Quality... then for the android column, you can set the default quality level and/or disable all but 1 level. Then, in the quality level that you want, set everything to the lowest settings and work your way up from there as necessary.
    Shadows, v-sync, as well as the rendering settings all play an important role in performance.
     
  19. Green-Jungle

    Green-Jungle

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    I greatly appreciate your support.I try every way as you said but it still doesn't work.So I will try to other way.Anyway thanks for your support again.:)
     
  20. mrfilmmkr

    mrfilmmkr

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    Is it possible to have the game board start empty and then fill by gravity?

    I have panels that don't allow the pieces to pass through, but those panels can be destroyed - then filling the remaining empty panels with pieces. So basically, on game start the board would populate with pieces (via gravity) down to where the blocking panels are (say in the middle of the entire board) so the top half would have pieces while the bottom half would be empty - until the player destroys the blocking pieces. Hopefully this all makes sense.

    Thanks in advance.
     
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  21. kurayami88

    kurayami88

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    Hi,

    Thanks for your patience... i got your PM as well but I haven't got around to it yet....
    To answer your question... yes it is possible :)

    All you have to do is create a new custom piece that will remove itself during gamestart :D
    then simply assign the piece with the BoardSetup GUI and you should be good to go~! :)
     
  22. mrfilmmkr

    mrfilmmkr

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    I have tried that...both using gp.destroyCall () which no more moves animation appears and then the board fills...but not by gravity. And also using the gp.removePiece () which gives me tons of errors in the console...and the board stays empty. Can you be more specific?? I am using a custom piece by the way.
     
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  23. kurayami88

    kurayami88

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    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using System.Collections.Generic;
    4.  
    5. public class JSFEmptyPiece : JSFPieceDefinition {
    6.  
    7.     public override void onGameStart (JSFBoard board)
    8.     {
    9.         board.piece.removePiece();
    10.     }
    11. }
    12.  
    13.  
     
  24. mrfilmmkr

    mrfilmmkr

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    First of all, I want to thank you again for your amazing support of this product. I'm sure I speak for everyone in this forum when I say your efforts are so very much appreciated. Having said that, this doesn't really work. Basically I have implemented your exact script and what's happening is the pieces remove just fine...and repopulate via gravity - but the no more moves script is still running and after a moment or two...the whole board is replaced with random pieces - including the spaces intended to be "empty". I even tried disabling the no more moves function...and removed the no more moves animation - and the result is the same. What am I missing?

    Thanks again in advance.
    (If you'd ever like a recommendation for your asset store reviews section please don't hesitate to ask)
     
  25. kurayami88

    kurayami88

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    Hi,
    I did not take into consideration that your board has no matches during gamestart... and that it depends on the piece falling into place before the match is calculated...
    taking into consideration on how the gameManager is wired... it is a tricky juggle between the "race-condition" of gameStart and the detectPossibleMoves routine as they go nearly hand-in-hand at the same time. I have tried to create a script that does not require us to modify the current engine....

    Below is the solution i came up with... it is a "dirty" hack but it works as desired ... best of all, you do not need to modify any parts of the default engine :)

    P.S.> please undo any critical changes you have done to the engine prior to fixing this issue... any unwanted changes may result in bugs and have undesired gameplay experience.

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5.  
    6. public class JSFEmptyPiece : JSFPieceDefinition {
    7.  
    8.     public override void onPieceCreated (JSFGamePiece gp)
    9.     {
    10.         gp.master.isFalling = true; // manually disables the detectPossibleMoves as the board is simulated as "not ready"
    11.     }
    12.  
    13.     public override void onGameStart (JSFBoard board)
    14.     {
    15.         board.piece.removePiece();
    16.         board.isFalling = false;// enables the detectPossibleMoves again...
    17.     }
    18. }
    19.  
     
  26. mrfilmmkr

    mrfilmmkr

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    Honestly,

    I can't thank you enough! This worked PERFECTLY!!! I'm beside myself regarding your rapid response time...and your unbelievable grasp on Unity...as well as the quality of your code. Admittedly I just don't know enough yet to work around stuff like this. I will send you some screen shots of the game in a PM.

    Thanks again!
     
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  27. kurayami88

    kurayami88

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    your welcome... glad it worked for you :)