Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[RELEASED] Corgi Engine - Complete 2D/2.5D Platformer [new v8.0 : advanced damage system]

Discussion in 'Assets and Asset Store' started by reuno, Dec 18, 2014.

  1. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @joncoulter > That's an interesting challenge. I think the way I'd do it is create a new class, that would be called something like AutoController or something, that would act as an AI that would control the character. You don't want automation like that into your input manager.
    So basically it'd do something like run right, if you hit a wall, jump/walljump, run left, etc.
    The engine already includes everything you need to decide if you've hit a wall, what direction you're going, etc. And it has all the methods you need to control your character, so I'd say it would be pretty easy to code. You could also push it a bit further and take clues from the AI scripts in the Corgi Engine, for example how AISimpleWalk will detect holes/end of platforms and you could decide to jump over them for example, or turn the other way.
     
  2. joncoulter

    joncoulter

    Joined:
    Dec 23, 2015
    Posts:
    2
    Good idea. I think I'll dig into the AI classes and see how they are controlling stuff.

    Thanks for the idea!
     
  3. Nothnless

    Nothnless

    Joined:
    Oct 10, 2014
    Posts:
    38
    With 2.5D I can foresee some nice platformer rpg's. We need that inventory!
     
  4. DeanMarquette

    DeanMarquette

    Joined:
    Feb 10, 2015
    Posts:
    165
    There are playmaker actions for this included??
     
  5. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
  6. DeanMarquette

    DeanMarquette

    Joined:
    Feb 10, 2015
    Posts:
    165
    To all, would anyone be interested in Playmaker actions for Corgi? I have a developer who is working on it but wants to know how many people would be interested.
     
  7. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    Just for the record, and as I think it's never been discussed here : as long as you're not redistributing my code, it's completely fine with me to create/share/sell stuff that plugs into the Corgi Engine, like a pack of Playmaker actions.
     
  8. DeanMarquette

    DeanMarquette

    Joined:
    Feb 10, 2015
    Posts:
    165
    Yes, its just Playmaker actions. My developer says he needs to create an entirely new API so I dont think we would need to redistribute your code in anyway. But I'll let him know just to make sure.
     
  9. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @DeanMarquette > That's great :)
    If you plan to distribute it let me know when it's ready, I'll put links on the asset's page etc.
     
  10. LoDx

    LoDx

    Joined:
    Feb 13, 2013
    Posts:
    67
    Hi @reuno ,
    Keep up the good works on Corgi Engine.

    Had bought this asset for few months since... but didn't use/develop any project with it yet . Reasons being :-
    - no Mobile pad support/integrated - Love to have it. I understand that we can use other asset to do it ourselves...but 'come with' is still the best.
    - Inventory System


    So my upvote for it :-
    - Mobile Pad (whatever it may called as )
    - Inventory System ( with crafting would be just Superb )
    - Multiplayer ( uNet ) - wish list

    Thanks for your good asset.
    Sincerely
     
    pushingpandas and Zarbuz like this.
  11. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @LoDx > I'm not sure crafting is a core feature for a platformer :)
    But I'll keep that in mind, thanks for your feedback!
     
  12. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,418
    Why not break conventions. Why not a platformer with a crafting system. That would be awesome. Imagine you need to collect stuff, to create a specific item that is need to reach a certain point that contain a bonus level or item. I think the time of fixed genre games is over.
     
    KeepTrying likes this.
  13. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Devision4 > Oh I completely agree, it's great to break conventions, and probably the recipe for most of my favorite games.

    But the idea behind this asset is to provide everyone with a way to create their own platformer game. I provide the foundation for that, and this means focusing on the common denominator, the features that everyone will use, whether they go for something like Mario, Megaman, Metroid, Terraria, etc...
    A crafting system, while a nice addition to a game in general, is way too far from that platformer core.
     
  14. zero_equals_zero

    zero_equals_zero

    Joined:
    Jun 7, 2014
    Posts:
    89
    In regards of features and wishes for this package. (I do note that most features are nearly always personal favourites) but still I think these can translate to a modern platformer.

    So far over the course of last year for a client i've added the following list. Still working on a few items
    Would be awesome to see some of them in the package, I think it would elevate the package in certain ways.

    Corgi engine is still considered as my best purchase from the store. I am no game developer, I just happend to roll into games since a client needed something. and one thing led to another....
    Thanks Reuno for providing a good foundation.

    Please do note this following list was added for a private company project, code can not be shared.

    — Slope based rotation (easy to do as we already have acces to the raycast in degrees, it's just a matter of putting the value to the player transform with a few "if's". A simple technique but adds so much value.

    — Pull / push boxes (objects) with animation (this was the hardest for me to “pull” off)
    I fixed this with a simple anchor point game object and a few keypress conditions. But is way more immersive as just walking into a box that moves. The player now has to interact with the box or whatever and then use the directional keys in order to move the box.

    — Rope (swing / climbing) — a simple rope can be done with some sprite fx (like a grass shader to mimic movement) and the ladder script on hinge joints. (i've purchased 2D rope system, to later learn from the code and do it myself, as 2D rope system is rigid body based) A fix was to create a rigidbody inside the player prefab. But the results were sluggish. So now I use the ladder script on hinge joint based sprites and it works okay (for now). There was however a large amount of time spent on getting the physics right.

    — Inventory with stackable, consumable items (lives) (I have the coins and points here too) (linked with the achievements: fe. collect 5 coins, you see it in the inventory + in the achievements), you could also link the collected guns + ammo here.

    — Consumable ammo for the guns (very easy to do, just a simple int can’t counts down)
    (ammo pickups) also very simple to ad

    — Achievement system (that also functions for quests quests)
    (progressive achievements for example: collect 10 spider eggs, hidden achievements (for example when you discover a hidden passage you’ll get an unlisted achievement for it, regular achievements (flexible with AchievementManger.AddAcievement(“name”, points”, unlockable item)
    In my game achievements are used to open up / unlock spells in the cast bar;

    — Spellcasting: A small interface with 5 unique spells: cool down feature / cast time (all very simple to do with a custom on the shoot methods with a few delays and timers)

    — Save / Load mechanism (I check at which level the player is, look for the last triggered check point)

    — Swim + underwater breathing meter (reused the jetpack code for it), added a new behaviour state and animation for swimming.


    In development:

    — Ledge balancing / ledge hanging (hanging not implemented) (the balancing is interesting and works)
    I took notions of the avoid falling mechanism in the enemies and play an animation if the player’s transform is nearly at the end of a platform)
    Edge handing and pull up mechanism is a bit harder for me to do right now.

    — More options for enemies: Patrol + attack scripts (right now either its enemy move on sight) or the other one. I had to write a custom method in order to make my enemies patrol and attack on sight (I found out that combining the two scripts you provide don’t work together on one game object). (also looking into platform traversing, so they jump over platforms when needed to chase you), flying behaviour would also be great (not just left and right, but also up and down movement (they call it damping)

    — Finally i am also working on a character switch system so you can have 2 or more main characters that each can do other things.
    In my case one is able to jump high and hang a rope for the other to climb on.


    All the best
     
    KeepTrying likes this.
  15. DeanMarquette

    DeanMarquette

    Joined:
    Feb 10, 2015
    Posts:
    165
    I thought this already had a weapons upgrade functions where collecting different stuff upgrades your weapon. Or was that something on the coming soon list? It's not a true crafting system but sounds like the beginnings of a pretty good work around.
     
  16. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @DeanMarquette > There is already a way to pickup stuff (coins, stimpack, whatever you want) and weapon upgrades. What it actually does is just change your weapon. And you're right, that could be used for something more complex like crafting. I'd use these if I were to start work on a crafting system.
    @vi54 > That's really cool to read. Would you mind sending me a link or a video of your game ? I'd love to see what you've come up with!
     
  17. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,418
    Make the crafting system as a add-on :) that you could sell
     
    Zarbuz and LoDx like this.
  18. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Devision4 > Yes, I think going forward that's exactly what I'll do.
    I think there's a critical mass to an asset, after which it just becomes too much to understand for a newcomer.
     
  19. matteo-piccioni

    matteo-piccioni

    Joined:
    Jul 4, 2014
    Posts:
    49
    Hello,
    I have just updated the tech demo of corgi engine, really nice level selection mode but the 2.5D level is really really slow on my One plus one device

    Thanks
     
  20. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @matteo.piccioni > that's normal, that scene's camera has a few effects you'll want to disable on slower devices.
     
  21. matteo-piccioni

    matteo-piccioni

    Joined:
    Jul 4, 2014
    Posts:
    49
    I think that One Plus One is good device (CUP Quad-core 2.5 GHz Krait 400, GPU Adreno 330 and 3 GB RAM)
    Maybe some effects are not good for mobile devices, for this way I think that could be better disable the problematic effects in apk tech demo, to avoid bad feedback :)
     
  22. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    It runs fine on the devices I've tested, but yeah these Unity standard camera effects tend to be pretty unpredictable in terms of performance on mobile. It could be a good idea to disable them, you're right :)
     
  23. matteo-piccioni

    matteo-piccioni

    Joined:
    Jul 4, 2014
    Posts:
    49
    Hello, with the last update the demo runs at full speed, but the Player (and enemy I suppose) is invisibile while moving
     
  24. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @matteo.piccioni > Well that's new :)
    Thanks for your feedback, I'll look into it!
     
    matteo-piccioni likes this.
  25. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
  26. matteo-piccioni

    matteo-piccioni

    Joined:
    Jul 4, 2014
    Posts:
    49
    Thanks, now I can see Player and enemy moving but the games is slow again
    I am sorry :-(
     
  27. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    I forgot the camera effects...
    Oh my. I'll update again then :)
     
  28. muringa

    muringa

    Joined:
    Feb 4, 2015
    Posts:
    5
    Hi reuno, i have bought your kit and liked it too much, but i'm a few days trying to understand the reason of the engine runs so slow on my machine, I tried to turn off the camera, add an element at a time, and nothing changes there are times when the fps reaches 4, any ideas?
    I have other toolkits on my machine like the platformer kit, and the performance is ten times higher, my config is windows 10, 8gb ram, i7 3635 2,40ghz, radeon 8800m 2gb.
    thanks in advance!
    (sorry for my bad english)
     
  29. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @muringa > turn off the camera effects, not the camera. Apart from that there's nothing "in the engine" that is heavy on performance, so it might be a Unity issue. Hard to tell with that little information.
     
  30. muringa

    muringa

    Joined:
    Feb 4, 2015
    Posts:
    5
    These pictures shows the unity´s performance log.
    13 fps and 800 fps, i really need a solution for this issue.
     

    Attached Files:

  31. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    These pictures show that you don't read the FAQ (or my previous reply), and don't turn the camera effects off.
    Edit : something else you could have mentioned are the tons of AABB (etc) errors you're getting. These are due to a bug in Unity that's been fixed in a recent patch release. You should get it.
     
    Last edited: Jan 24, 2016
  32. muringa

    muringa

    Joined:
    Feb 4, 2015
    Posts:
    5
    Thanks for the reply!
    I turn the camera effects off, and read the unity and corgi faqs, after some tests, the performance gets a little higher, is there a version of corgi engine that can run on other unity´s version?
     
  33. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    As I just said, get the latest patch release, it'll fix your problem. If you have more questions, please send me an email on the support email.
     
  34. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    I'm really happy to announce that I'm almost done with v2.0 of the Corgi Engine.

    It fixes and improves lots of stuff, and adds support for 2.5D, which was the most requested feature since the initial release.
    I'm still polishing and fixing edge cases, but I think I'll submit it for release within two weeks.
    Note that I'm gonna raise the price to $60, as the amount of stuff included in the asset has drastically increased since the beginning. Of course, for those of you who've already bought the asset, the update is free :) If you haven't bought it yet, well now's the time!

    Here's a trailer showcasing the new stuff, and some of the old :
     
    docsavage, LoDx and elijahrockshout like this.
  35. LoDx

    LoDx

    Joined:
    Feb 13, 2013
    Posts:
    67
    Hi,
    Cool update ! look forward to v2 !
    ... can we have the mobile control ( saw it at 1:50 :p)

    Thanks !
     
  36. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,158
    A very very attractive video... Congratulations for all the good work.
    6R
     
  37. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @p6r > Thanks!
    @LoDx > Well the mobile controls have been in the asset for a while now, so sure, you can have it :)
     
    LoDx likes this.
  38. Kafar

    Kafar

    Joined:
    Nov 29, 2012
    Posts:
    220

    Really cool! I can't wait.... this week or next?
     
  39. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Kafar > I submit the update next week, then it'll depend on how long it takes Unity to validate it, and then it's yours :)
     
    Zarbuz and Kafar like this.
  40. ZimM

    ZimM

    Joined:
    Dec 24, 2012
    Posts:
    963
    Looks awesome, congrats for releasing such a great asset! Considering it for our project, so I have a few questions:
    1) Is it possible to align the player to the slope angle? Not only the visual part, but as a whole physical object. Basically, similar to Rayman Legends game (see 9:45 at
    ).
    2) Is it possible to not decrease the speed when moving on a slope? Again, similar to Rayman Legends.
    3) Is it possible to change the gravity vector? Will that be handled correctly?
     
    Last edited: Jan 29, 2016
  41. Kafar

    Kafar

    Joined:
    Nov 29, 2012
    Posts:
    220
    One question... with the new update will be possible to mix 3D models with 2D sprites?
    Thanks
     
  42. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @ZimM : 1 > No, 2 > Yes, 3 > No.
    @Kafar : Yes, of course, it's Unity, you can do whatever you want :)
     
  43. Kafar

    Kafar

    Joined:
    Nov 29, 2012
    Posts:
    220
    Ok, it support ToonBoom Harmony?
     
  44. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Kafar > I don't know this software, so it's not officially supported. But as long as it's supported by Unity, you should be able to use it with the engine.
     
  45. Kafar

    Kafar

    Joined:
    Nov 29, 2012
    Posts:
    220
  46. Wiremuch

    Wiremuch

    Joined:
    Jan 28, 2015
    Posts:
    104
    Thought I'd share what I've been up to with this awesome asset. Added a few new things and as you see some of the particle effects are still out of the box so will be changing them (even though the blue explosion works so well for our blue enemy!)

    The game is a simple 2D platformer so the Corgi Engine was absolutely perfect for it. Also the code itself was very easy to change/ make additions to.

    The game is called 'The Adventures of Tacheman' and you can find it's thread here.
     
    udede, reuno, LoDx and 3 others like this.
  47. SeeJay

    SeeJay

    Joined:
    Jul 3, 2012
    Posts:
    6
    Can you share your config by any chance. We're trying super hard to get the joystick inputs to respond but nothing seems to be working. Keyboard works just fine tho. Any tips?
     
    LoDx likes this.
  48. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Wiremuch > Thanks a lot for sharing! What a nice mustache :)
    By the way, I've just submitted v2.0 to the asset store. I'll post a complete changelog here when it's accepted by Unity, but as previously announced, the biggest change is the complete support for 2.5D. Also the price of the asset will now be $60 to reflect all the new stuff that's been added since the initial release, so you still have a few days to get it at $50 before the new version gets accepted on the store! Of course the update is free for everyone who already owns the asset.
     
    udede, Kafar, Ralidon and 5 others like this.
  49. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    Good news everyone, v2.0 of the Corgi Engine is now live on the Asset Store.
    Of course the update is free for everyone who already bought it.
    Here's the complete changelog :
    - Adds support for 2.5D games
    - Adds autoskippable splash screen
    - Adds proper moving 1-way platforms
    - Adds new startscreen
    - Adds a new level selection screen
    - Adds MoreMountains.CorgiEngine namespace to all classes
    - Adds the possibility to offset the shoot origin for AI ShootOnSight enemies
    - Adds the possibility to offset the view origin for AI MoveOnSight enemies
    - Fixes the clamping of CorgiController's velocity
    - Removes the outdated maxspeed reference
    - Fixes a bug that sometimes happened when firing a weapon and triggering a dialogue zone
    - Fixes a bug that could allow to jump through walls from a moving platform
    - Fixes a bug that would sometimes prevent a playable character to get hit by a rocket
    - Fixes a bug that would sometimes prevent a playable character to get detected by a jumper
    - Adds a much better proportional jump (the longer you press, the higher you go), with a better feeling than before
    - Adds new states for better animations : you can now detect if your character is juming, double jumping, or just started jumping this frame.
    - fixes a bug that could cause higher jumps when walking up a slope

    I'll release a video tutorial in the coming days. Hope you'll all like this new version!
     
    josker, TheValar, Wiremuch and 5 others like this.
  50. udede

    udede

    Joined:
    Jul 26, 2011
    Posts:
    72
    Cong. reuno :)

    Why not new update save / load game :(