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New RPG kit

Discussion in 'Assets and Asset Store' started by sleglik, Jul 2, 2011.

?

Are you willing pay extra money for support multiple scenes in RPG kit?

Poll closed Dec 7, 2014.
  1. No

    110 vote(s)
    54.5%
  2. Yes (maximum 30 dollars)

    92 vote(s)
    45.5%
  1. hike1

    hike1

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  2. sleglik

    sleglik

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    I have to apologize. I submited version 1.5 long time ago but it was twice rejected. Same reason... one error. Funny is that they made mistake about launching scenes. So I will submit again and change names of the scene. I thought that name "LaunchThiScene" is clear.... no they tryed to launch "SecondWorld" :(

    Really sorry for delay.... funny is that this mistake from asset store crew happened at least 30x times.... :)
     
  3. RGreulich

    RGreulich

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    Were the issues with floating enemies, etc. fixed?
     
  4. sleglik

    sleglik

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    Yes if you want I can give you link where you can download it.
     
  5. hike1

    hike1

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    I guess I got the new one from the same download link, the teleporter works now anyway. If I want to upgrade my
    working project I just copy over the script directory?
     
  6. hike1

    hike1

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    When I copied the scripts over the skeleton and the spartan king fell through the floor at game start.
    I guess this was supposed to fix it?

    in enemy.cs
    public Vector3 Position
    {
    get
    {
    if (MoveY == 0)
    return transform.position;

    Vector3 pos = transform.position;
    pos.y += MoveY;
    return pos;
    }
    }


    I got these errors below maybe because they fell through the floor


    NullReferenceException: Object reference not set to an instance of an object
    Enemy.Start () (at Assets/Scripts/RPG/Characters/Enemy.cs:80)

    line 80 enemy.cs CurrentHp = enemy.MaximumHp;


    NullReferenceException: Object reference not set to an instance of an object
    Enemy.get_DistanceFromPlayer () (at Assets/Scripts/RPG/Characters/Enemy.cs:342)
    Enemy.Update () (at Assets/Scripts/RPG/Characters/Enemy.cs:155)


    line 155 enemy.cs distance = DistanceFromPlayer;


    line 342 return Vector3.Distance(player.transform.position, transform.position);


    NullReferenceException: Object reference not set to an instance of an object
    Enemy.get_DistanceFromPlayer () (at Assets/Scripts/RPG/Characters/Enemy.cs:342)
    Enemy.Update () (at Assets/Scripts/RPG/Characters/Enemy.cs:155)
     
  7. RGreulich

    RGreulich

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    In version 1.5, does any one know how to fix the targeting (just does not work) or the fact that spells don't do anything?

    The spells go around the enemies. I checked the rigid body and the collisions, all seem ok. The settings are the exact same as 1.41 in which the spells worked.
     
  8. hike1

    hike1

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    quote
    In version 1.5, does any one know how to fix the targeting (just does not work) or the fact that spells don't do anything?
    unquote

    I think it's just you and me, don't even know how to make a spell. Do your enemies fall through the level?

    http://dl.dropbox.com/u/102638093/enemies.unitypackage
    14MB

    I'd appreciate if you could test these, in 1.4 they floated.
     
  9. RGreulich

    RGreulich

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    Hike

    Looking at your package, you need to add capsule colliders to your enemies. Adjust the radius, height, and center (Y value) so it fully covers the enemy and make sure the bottom of the collider is not below the terrain. See the picture attached:

    Edit: Cant get the picture to attach. Working on it....

    EDIT: Dont know why the attachment won't work. Send me a PM with your email and I can email it to you if the above explanation isnt clear.
     

    Attached Files:

    Last edited: Nov 11, 2012
  10. sleglik

    sleglik

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    Hello,

    targeting problem solved. According that spell I fixed it too. Right now I am submiting to asset store and I hope that asset store crew will not ignore my notes how to launch it.

    Seriously is it hard to add scenes to build settings in correct order?
     
  11. sleglik

    sleglik

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    Hardly to believe version is in asset store!
     
  12. hike1

    hike1

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    @tama3825

    Thanks, that fixed the spartan king but the skeleton runs at me, then falls through the floor. Better than nothing. Could you post
    some tips on making spells please?
     
  13. sleglik

    sleglik

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    I will prepare during weekend video about spells, I promise.

    Also during weekend I will upgrade all my projects for Unity 4.0. I hope that it will be without problems.
     
  14. Hans

    Hans

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    Great news.

    What happened to the advanced version of the Rpg kit?

    Thanks

    Hans
     
  15. barnEbiss

    barnEbiss

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    Sleglik I sent you a PM with some questions about your kit!!
     
  16. sleglik

    sleglik

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    I am from Czech republic and we usually steal or sleep during the night :).
     
  17. hike1

    hike1

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    The spartan king guy runs at me but stops before he contacts me, if I turn around and then look back at him he's starting over
    I loaded the project in 4.0, it runs like 3.5

    The same field name is serialized multiple names in the class or it's parent class. This is not supported: Base(Enemy) Level

    NullReferenceException: Object reference not set to an instance of an object
    Enemy.get_DistanceFromPlayer () (at C:/temp/games_temp/unity_3d/rpg_starter_kit_4/Assets/Scripts/RPG/Characters/Enemy.cs:342)
    Enemy.LateUpdate () (at C:/temp/games_temp/unity_3d/rpg_starter_kit_4/Assets/Scripts/RPG/Characters/Enemy.cs:242)
    line 242
    distance = DistanceFromPlayer;
    line 342
    return Vector3.Distance(player.transform.position, transform.position);

    You can try out the enemies.unitypackage from the dropbox link, just add a capsule collider to the spartan king.
     
  18. barnEbiss

    barnEbiss

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    Sent one more question in response to your reply! looking forwards to hearing back!
     
  19. wisien92

    wisien92

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    I have problem ... when i change
    public GameStyleType Game = GameStyleType.FirstPerson;
    to
    public GameStyleType Game = GameStyleType.ThirdPerson;

    nothing happens .... what am i doing wrong?
     
  20. sleglik

    sleglik

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    You must change controller, it will not do for you that kit. There is some changed how items can be picked up.... not controller.
     
  21. RGreulich

    RGreulich

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    How does the range combat for enemies work and the bows for the player work? I equip a bow and the arrows, but I don't see one shoot or the arrows decrease.
     
  22. Venged

    Venged

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    I'm having trouble finding where I can change the GUI Skin. I want to use the necromancer skin and others later. Can anyone help me?

    Thanks
    Robert
     
  23. Venged

    Venged

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    I get compiler errors when I add RPG KIT ro a NGUI project project. Is any one using NGUI with the RPG Kit?
     
  24. sleglik

    sleglik

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    Venged: send me that errors and I will look that

    New version in asset store should fix some bugs and I changed folder strutcutre.
     
  25. Hans

    Hans

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    Just wondering were the vide about setting up spells is?
    also the upgrade version to support Unity 4?

    Thanks

    Hans
     
  26. Venged

    Venged

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  27. hike1

    hike1

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    The latest version is 1.53 from november 4?
    I got the conversation working, just had to get the npc's drunk. |P
    So the player start for 'launchthisscene' is copied to same xyz as secondscene?

    In mine it's x -30, y 3 z -74. So we change it in
    launchthisscene to make it different in secondscene?
    Enemies are still floating, have to change them all to ghosts I guess.
     
  28. hike1

    hike1

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    Oh, here it is
    scripts/rpg/base
    globalsettings.cs line 231

    20, 12, 12 xyz y is vertical start scene is 1 or 'secondscene'
    //start position for player in first scene
    public Vector3 StartPosition = new Vector3(20 ,12f,20f);
    public Quaternion StartRotation = new Quaternion(0,250,0,0);
    public int StartScene = 1;


    Do I just save globalsettings.cs if I change my start position or do I have to 'build' the whole thing?
     
  29. hike1

    hike1

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    I'm looking for something to display the screen coords, x and z at least. This is all I could find

    function OnGUI () {
    GUI.Label (Rect (10, 10, 100, 20), player.transform.position.ToString());
    }

    I named it screen_coords.cs but I get this error, anyone know how to fix?
    Assets/Scripts/GUI/screen_coords.cs(1,10): error CS0116: A namespace can only contain types and namespace declarations
     
  30. sleglik

    sleglik

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    you combined javascript and c#

    funcion is for javascript and cs is sign for c# script file
     
  31. hike1

    hike1

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    you combined javascript and c#

    Can you translate it into c# please? Or can I have .cs and .js files in the same project?
     
  32. hike1

    hike1

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    function OnGUI () {
    GUI.Label (Rect (10, 10, 100, 20), Player.transform.position.ToString());
    }


    I renamed it screen_coords.js, get 'unknown identifier Player' What should I put there?


    If I want 3rd person do I change line 17 of GlobalSettings.cs

    public GameStyleType Game = GameStyleType.FirstPerson;

    to

    public GameStyleType Game = GameStyleType.ThirdPerson;
     
  33. hike1

    hike1

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    Trying out 3rd person. You put your model in launchthisscene, tag him player, put playerlauncher script on him, position the main camera?

    He moves around in secondscene 1/2 way in the ground, and there's a copy of my player at start position in secondscene, where does the 3rd person guy go,
    launchthisscene or secondscene

    Also changed line 17 of global settings-

    public GameStyleType Game = GameStyleType.ThirdPerson;
    public static GameStyleType GameStyle
     

    Attached Files:

  34. Archania

    Archania

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    I'll check what I have done hike1 when I get home after work.
     
  35. hike1

    hike1

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    I'm going to junk the mecanim 3rd person guy and make one in Playmaker using the constructor guy which is in standard assets. There ought to be
    a generic example included with the kit, but I only know how to do one with Playmaker.
     
  36. hike1

    hike1

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    Here's how to add a minimap courtesy of

    minimap chrome fx
    http://www.youtube.com/watch?v=Bvwa6IQ202A

    gameobject create other camera, name it minimap_cam, click the y thing in scene view to get a top view, move minimapcam
    above player, go gameobject 'align with view' drag minimap camera onto your 'player' to make it a child.

    Set depth to 15, clip plane far 25,(I ended up with far clip 75) camera type orthographic, size 15 (I
    ended up with about 6.5 on size)

    normalized view point w-0.2 h-0.3

    x 0 y 0 will make one in the lower left

    x 0.8 y 0.7 will make one in the upper right

    Your player capsule and gun will be drawn, (just a dot at the height I used) you'll have to put them on another layer and exclude them from rendering to hide them (not researched)
    There's also a couple of tricks to make a round one in Unity Free.(not researched)

    pix at

    https://sites.google.com/site/terrymorgan1213/tutorials/unity-_3d_minimap
     
  37. sleglik

    sleglik

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    Hello,

    I have bad news I just submited big update for RPG kit. I made huge refactoring to the code and in that case I changed names. So there will be problem of XML files what you have. Check new XML files and than rename tags or your work is lost. If you are confused send me email sleglik87@gmail.com

    I am really sorry that I did this but when I want to continue work on this project I must sometime do refactoring.

    This is change log for version 1.55

    Container can have defined open or close animation (not hardcoded animation name)
    Instead of implementing interface Iitem is used inheritance (class BasicItem)
    Removed unused variable IsStarted from player
    Removed unused variable PlayerPosition from player
    Removed unused variable PlayerRotation from player
    Removed unused variable IsBlood from enemy
    Enemy after attack does not change alert range
    Enemy Damage method return state of the attack AlreadyDead, Damaged, NoDamage, Killed
    Player attack handles result of attack not enemy
    Removed unused void DeselectTarget from PlayerAttack
    Removed unused variable player from PlayerAttack
    RPG enemy filled void LoadPrefab
    RPGEnemy PrefabName renamed to PrefabPath
    Refactoring for void EventSpawn in SpawnPoint
    Removed unused variable rotation speed from character
    Removed unused variable maxDistance from character
    Removed implementing interface Iitem from character
    Renamed in BaseLootItem CanYouDisplay to CanYouLoot
    Refactoring for container removing loading items - using cahce Player.Data
    Refactoring for shop removing loading items - using cahce Player.Data
    Usable item IconaName renamed IconPath
    Removed unused void UseItem from HotBar
    Fixed calculating armor class value for enemy melee attack
    Simplified void LevelUp in PlayerInformation
    Added start HP, start mana, start hp regen and start mana regen to GlobalSettings
    Added label description for effect editor
    Prohibit effect type hit point change or mana point change for races (you cannot be healed or damaged once if you belong to some race)
    If you are set race effect type it must be target self
    Enemies can be spawned after loading scene or saved position (= enemies can spawn from spawn points)
    CharacterClass renamed to RPGCharacterClass
    CharacterRace renamed to RPGCharacterRace
    Spellshop renamed to RPGSpellShop
    Shop renamed to RPGShop
    Quest renamed to RPGQuest
    Deleted file Recipe
    Deleted file RPGRecipe
    Renamed WorldObjectRPG to RPGWorldObject
    Attribute renamed to RPGAttribute
    Skill renamed to RPGSkill
    Deleted file Scene
    Renamed EquipmentSlot to RPGEquipmentSlot
    Added label in EquipmentSlot editor
    Renamed QuestCategory to RPGQuestCategory
    QuestLogGUI changed menu status int to enum
    Deleted file general paragraph
    Added variable for Paragraph to recognize if this paragraph is for more NPC or only some special
    Renamed ItemCategory to RPGItemCategory
    Deleted file SpawnCreature
    Deleted file LevelUp
    Fixed loading paragraph for case if it is empty... In situation that NPC doesn´t want to talk with player
    Deleted duplicated file LongSwordIcon
    Removed all Debugs except pathfinder
    Fixed bug in conversation topic when line text has same child as parent

    This version is also on my server
     
  38. Archania

    Archania

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    Very nice. I like the modifications and think it is a good improvement.
    Thanks!
     
  39. hike1

    hike1

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    quote
    tags must be changed according change log on forum. There is usually adding RPG for name of that main element.
    unquote

    I don't follow you, there are 12 changed XML's, you don't know what you changed? I put them in the default project from November (your new zip file 'isn't a unity project')
    the NPC's don't display conversations.


    NullReferenceException: Object reference not set to an instance of an object
    NPCGUI.LoadParagraph () (at Assets/Scripts/GUI/NPCGUI.cs:47)
    NPCGUI.OnGUI () (at Assets/Scripts/GUI/NPCGUI.cs:87)


    paragraph = paragraph.LoadByOwner(currentNPC);
     
  40. sleglik

    sleglik

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    Send me XML files and I will do it.
     
  41. MicrogameStudio

    MicrogameStudio

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    Seems like a nice add-on but the price is a lil high :)
     
  42. sleglik

    sleglik

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    What do you think is good price? I worked on this project almost 15 months... I can be sure that it is one the greatest scripting project in Asset store.
     
  43. hike1

    hike1

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    I mailed the xml files
     
  44. RGreulich

    RGreulich

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    Is this update a precursor for bigger updates/features to come?
     
  45. sleglik

    sleglik

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    Yes.. I am working on some updates
     
  46. seapitt_b

    seapitt_b

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    Can i use it for mobile devices? Android or Iphone?
     
  47. sleglik

    sleglik

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    Yes of course.... some player controller is not part of this package! So you need to add some control for touch screens.

    But 99% of this kit works everywhere.
     
  48. sleglik

    sleglik

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    Next week will be new update with compass, xp bar and improved hotbar

    Please all if you have any information about bugs in RPG Kit let me know. I will fix it!
     
  49. hike1

    hike1

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    Both the skeleton and spartan king disappear 5 seconds into the game. Search this thread for 'enemies.unitypackage'
     
  50. freakprince

    freakprince

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    Apr 25, 2012
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    Folks have been telling me that this KIT has delays when u click a button, like click for inventory to appear and dissapear and it takes time, does anyone know how to fix that?