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[RELEASED] 2D Top Down KIT - "Strange Engine".

Discussion in 'Assets and Asset Store' started by debrice, Oct 19, 2017.

?

What do you want to see in future updates?

  1. Multiplayer

  2. Inventory System

  3. Dialog system (RPG like)

  4. More Level Generation stuff

  5. Other (Leave your answer in comments)

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  1. debrice

    debrice

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    ForumPictureNew2.png
    2D Top Down KIT - Strange Engine.

    Strange Engine is a 2D KIT, which can be used to create a top down game. Or use its modules in other projects.


    Store Link.
    Itch.io
    Demo scenes - https://debrice.itch.io/strange-engine

    This KIT is easy to modify as many variables can be tweaked.
    The scripts are neat and well documented.
    Editor Extensions will help you to create new maps and weapons in one minute.
    You can use existing graphics or replace it with your own one.
    Extended Enemy AI wich can be used in your projects.


    Key Features:

    • Mobile & PC controls.
    • Custom Virtual Joysticks.
    • GameManager.
    • Object Pooling.
    • Weapon Maker - Editor Extension.
    • Worlds Maker - Editor Extension.
    • Level Generation with Spawn System.
    • Advanced AI.
    • Art with animations included.
    • Custom Shaders.
    • Custom UI Toggle Group.
    • 15 Impact Effects.
    • 20 Bullet Prefabs.
    • 30 Weapon Prefabs.
    • Destructable Walls.
    • Pickups.
    • Selection Menu.
    • Player Movement Controller.
    • Camera Controller.
    • Camera Shake.


    In Updates:
    Added :
    31 Weapon prefabs;
    Extended Object Pooling;
    Added TNT(explosion boxes);
    Extended Player Movement;
    +21 weapon sprites;
    +66 bullet sprites;
    Added 15 Impact Effects;
    Added More Bullet prefabs;
    Added Pickups : health pickups, Ammunition pickups, Chest;
    New Object Spawn System;
    Added new Distortion Shader;
    Extended Laser;
    Extended Lightning Bolt;
    Extended GameManager;
    Extended Machine Gun;

    Fixed & Optimized:
    Enemies AI(More Optimization);
    Weapon Maker(Now you can make weapons from prefabs);
    Weapons(Fixed weapon colors);
    Weapons(fixed changing layers when rotate weapon)
    Other little optimizations and tweaks...;

    • 2 more weapons.
    • changed PlayerShootingMobile script. New options for bullet spread.Options to make multiple spreads of bullets.
    • Little changes for other weapons.
    exampleNewOneGun.gif
    exampleNewMultipleGuns.gif
    GIF.gif


    Soon new 2D weapons pack.
    Get all news in my Twitter.


    Thanks for your time,
    Denis Arhipov
    CHE games.

    If you have any questions, please contact me here, or debrice@bk.ru.
     
    Last edited: Dec 9, 2018
  2. debrice

    debrice

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    Little Update soon..
     
  3. debrice

    debrice

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    Updated version is already in Asset Store !
     
  4. debrice

    debrice

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  5. MAXFORCE

    MAXFORCE

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    Will it be updating and progressing to be more extended? Do you have a roadmap?
     
    debrice likes this.
  6. debrice

    debrice

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    Shure, more Updates will be soon.
    As for roadmap for long period of time, i dont have it.
    In Updates will be extensions, that users ask for. I think it is right direction to move on.

    In Next Update definetly will be :

    AutoTiling;
    Multiplayer;
    More extendable Level Generation;
    and more optimization;
     
    LoDx likes this.
  7. debrice

    debrice

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    Please, dear Customers. Dont forget to Rate or give a Review to "Strange Engine" in AssetStore.
    Its very important for me.
     
  8. LoDx

    LoDx

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    debrice likes this.
  9. debrice

    debrice

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    Oh, i am working on my own solution right now.

    By the way, in couple days i release new Update. There will be a lot of changes, optimization and new cool stuff.
    More information about update will be tomorrow.
    P.S. Sorry for so long reply.
     
  10. debrice

    debrice

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    Short list of changes in Update(as soon as Unity team will accept submition)

    In Version 1.2
    :
    Added :
    31 Weapon prefabs;
    Extended Object Pooling;
    Added TNT(explosion boxes);
    Extended Player Movement;
    +21 weapon sprites;
    +66 bullet sprites;
    Added 15 Impact Effects;
    Added More Bullet prefabs;
    Added Pickups : health pickups, Ammunition pickups, Chest;
    New Object Spawn System;
    Added new Distortion Shader;
    Extended Laser;
    Extended Lightning Bolt;
    Extended GameManager;
    Extended Machine Gun;


    Fixed & Optimized:
    Enemies AI(More Optimization);
    Weapon Maker(Now you can make weapons from prefabs);
    Weapons(Fixed weapon colors);
    Weapons(fixed changing layers when rotate weapon)
    Other little optimizations and tweaks...;
     
  11. debrice

    debrice

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    28.11(2).gif

    28.11(3).gif

    28.11(4).gif
    28.11(5).gif
     
    LoDx likes this.
  12. debrice

    debrice

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  13. debrice

    debrice

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    Version 1.2 Released!!!
     
  14. debrice

    debrice

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    new PROMO!!

     
  15. iRYO400

    iRYO400

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    Looks cool! Does it have FOV implementation? If not, will it work with 2DDL?
    Сейчас скидка действует?
    Thanks!
     
  16. debrice

    debrice

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    Hi,
    It doesnэt have FOV and yes 2DDL will work fine.
    Не, эта распродажа была до нового года.. Просто забыл поправить описание))
     
    LoDx likes this.
  17. boorch

    boorch

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    hi there! i've just bought your asset and it's really nice! can you add a feature for autoaiming to closest enemy so one can use 1 joy + 1 fire button instead of 2 joys?
     
    debrice likes this.
  18. debrice

    debrice

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    Yes, update will be done on next week, you will see there autoAim feature.
     
  19. boorch

    boorch

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    perfect! is there any plan to support predesigned levels instead of generating at runtime?
     
  20. debrice

    debrice

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    If you need those option, i will add it.
     
  21. boorch

    boorch

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    that would be super cool! thanks in advance!
     
  22. boorch

    boorch

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    any news?
     
  23. debrice

    debrice

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    Yep, i think on sunday all work with update will be done and i will submit it.
    Please, be patient. With new features comes a lot of small improvements. For stable updated version i need to check a lot of stuff.
     
  24. boorch

    boorch

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    another advice: (i've already started implementing this myself for my project but)
    it would be useful to include (invoke) UnityEvent stuff to basic things such as player receiving damage, enemy receiving damage, item pickup etc so one can easily trigger animations/sounds/other events with those events on that game object, it's easy stuff code-wise but can be extremely helpful for those who don't want to dwelve into code and it's extremely useful
     
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  25. debrice

    debrice

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    Great ! Couple months ago i thought about implementing custom events in this asset, and i read a lot about pretty poor performance of UnityEvent(relatively to c# version of Event). People use unityEvents to write minimum code (to have
    opportunity to make changes in inspector ). But there are many ways to optimize this stuff. So thank you for advice, i will bring this functionality in next update(or maybe in current ).
    P.S. As for current update. Seems like i need more time to end up with it.(i think couple days)
     
  26. boorch

    boorch

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    hey there, thanks for considering this. we're using UnityEvents extensively on another (mobile) project and did not have major performance issues at all, kust to let you know :) keep up the good work! excited for the new update.

    P.S: another request would be weapon pickups/drops :)
     
    Last edited: Feb 13, 2018
  27. boorch

    boorch

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    btw i recommend using photon for multiplayer as well, it helped us quickly and robustly implement a basic multiplayer feature without all the trouble of server/client stuff. also think you should consider couch-coop :)
     
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  28. weberdls

    weberdls

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    @debrice I have a sugestion of feature. I would love to see this hero jumping. Like, jumping on the walls and over there, only some kinds of weapons that would "follow" the enemy would hit them, normal bullets doesn't.
     
  29. d-pan

    d-pan

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    @debrice
    Hi, I am currently working with the strange engine and its been alot of fun to quickly implement a vertical slice. Im noticing the weaponEnemy on the Enemy prefabs seems to not be working when I try to switch enemy weapons. Is there something hardcoded that i'm missing or need to remove for the weapon element to work?
     
  30. debrice

    debrice

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    Hi, as I understood from your question, enemies weapon don't shoot.

    weaponEnemy is a holder for enemies weapons (with "FacesPlayerNew" component on it). This holder aims player and enables weapon(with chance in %) when player enters trigger zone. Try to adjust "ShootChance" and select players layer and walls layer in "layers".
    Actual weapon(child of weaponEnemy) have "EnemyShooting" component on it. In that component try to adjust "fire enable distance".

    I hope it helps you.
     
  31. debrice

    debrice

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    weberdls, Hi

    About jumping on or over the walls, for today i dont think that i can implement this feature.(cause of Unity tilemaps).

    And i dont understand : "only some kinds of weapons that would "follow" the enemy would hit them, normal bullets doesn't." What does it mean?

    P.S. Sorry for so long reply. I had a problems with my health, and had no access to my computer.
    All news about update will be tomorrow (update was already done, but i wanted to add extra features, so all process took little more time that i thought).
     
  32. d-pan

    d-pan

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    What I want to do is have an enemy shoot a rocket launcher or lazer gun instead of the machine gun that it is currently shooting on gunter
     
  33. weberdls

    weberdls

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    Holy crap! Terrible english, sorry :).

    What i meant is tied to the jumping function. When jumping on a wall, you would be in another layer, so, bullets would not normally collide with enemies, but if the ammo is remote-controlled (idk if this is the correct term for things that follow enemies sry again :( ) ammo would do.

    So, if tilemaps is a "blocker", what if we could just jump to dodge enemies projectiles? Jumping would give another level of gameplay to the asset imo... would be awesome to have, if you know how to do, ofc :D.

    Thanks for the reply, and hope you get better soon!
     
  34. d-pan

    d-pan

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    Sorry I am still unable to change the enemies weapons, they are all still shooting like a machine gun. I have the faces player component on the weapon enemy prefab and i'm trying to use weapon 6 which should be the rocket launcher type of gun. The enemies fire bullets like a machine gun and not the weapon 6 like it should. Could there be a bug with this or am I missing a step?

    Thank you for your patience
     

    Attached Files:

  35. debrice

    debrice

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    d-pan. I think i didn't understood your question previously.

    All weapons was designed to be players weapons. So you can't use them for enemies for now.

    In updated version I already made some changes to let you use all weapons for enemies and player as well.


    weberdls, Sorry, but i will not add those "feature" to asset (as i understand you want player or enemies to jump over the bullets to avoid them).
     
  36. debrice

    debrice

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    So news about so long-awaited Update))
    In couple hours I will submit update and Update will arrive as soon as AssetStore team accept it.

    In Update Version :
    • new Implemented Unity's Tilemap system for level generation.
    • new Level generation method.
    • new Ability to add extra surfaces to map.
    • new Object Spawner features.
    • new Auto AIM.
    • new extended camera movement.
    • new Camera bounds.
    • new Camera shake .
    • reDesigned Gamemanager.
    • Added UnityEvents.
    • updated WorldMaker(Editor Extension).
    • Optimized enemies behaviour.
    • Optimized all weapons.
    • Optimized bullets behaviours.
    • Optimized all players behaviours.
    • little optimizations all over the Asset.

    On this and next week I will add on youtube "How to" video lessons.

    d-pan, when you get update from asset store please text me and i will show you how to use weapons for enemies.
     
  37. debrice

    debrice

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  38. debrice

    debrice

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  39. debrice

    debrice

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    HowTo series tutorial.
     
    Last edited: Apr 22, 2018
  40. debrice

    debrice

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    Little news :

    Updated Map extra tiles - Link.

    Version 2.1.3 coming up (Already on Asset store pending review, so need to wait for asset store team)
    Bug fixes in Level Generation (problems with saving new maps).
    Bug fixes for weapon Aim.
    Other little bug fixes and optimization.

    Multiplayer comming in future versions. So if you'd like to give new Multiplayer mode a try first, please contact me via conversations.

    New tutorial arrived
     
  41. lolclol

    lolclol

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  42. debrice

    debrice

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  43. lolclol

    lolclol

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    I don't know, I am using 2017.4.1 and it seems every game is lagging.
     
  44. debrice

    debrice

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    Seems like problem is with asynch scene loading. So first scene doesn't unloads and causes those bug.
    Can you take one more sreenshot, of this bug, but this time press pause, to see whats happening in the inspector?
     
  45. lolclol

    lolclol

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  46. debrice

    debrice

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    Can you take one more sreenshot, of this bug, but this time press pause button, to see whats happening in the inspector?
    What scene do you loading?
     
  47. lolclol

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  48. lolclol

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    Problem Solved. Followed your instruction and it gone. Thanks
     
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  49. claudiorodriguescampos

    claudiorodriguescampos

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    I have the same bug of @Farhez-Ahmed How I can fix it?
    I load the "SelectionMenu" scene. I choose my weapons and click "Fight!", then I got this bug.
    I press the pause button and the pause menu appears, but the game still show the bug.
     
  50. debrice

    debrice

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    Since "Strange Engine" moved form Asset Store category Complete Projects to Editor Extensions, it no longer import needed project settings. For proper work, you need to set up Layers and Tags and scenes in Build Settings as shown in attached screenshots. And problem will gone.

    If you have any questions feel free to ask them.
     

    Attached Files:

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